I came up with a pretty crazy card for Contest #11, but since it wasn't on the short list of approved types, rink couldn't accept it. I think it's fairly interesting so I figured I'd make a topic to hear what people think.
Fertile Lands - $4
Action-Duration-Reaction-Victory
1VP
Now and at the start of your next turn: +$1
Reveal cards from your deck until you reveal a victory card. Set it aside and return it to your hand at the start of your next turn. Discard the other revealed cards.
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Whenever you reveal this from your deck, you may reveal this card to play it immediately.
First of all, the coloration on this thing would be a mess. But I couldn't really think of a way to simplify much while keeping the function of the card. I liken it somewhat to a terminal venture, though the original intent was something like a pseudo-island, a way to remove VP from the reshuffles. It has some other minor combos with some cards like Scout and Venture while acting as a counter to Spy and Scrying Pool.
Rules clarifications:
Upon revealing the card as a reaction, it goes into play immediately, but it doesn't begin resolving until whatever caused it to be revealed finishes resolving. So if it's revealed as a reaction after playing Scout, you put cards in your hand and reorder your deck first before resolving Fertile Land.
This card is revealed from the deck before it can be revealed as a reaction. So if it's revealed with Farming Village, Farming Village found an action card and does not keep digging, even if you put FL directly into play and not into your hand.
This is a tricky one, but when an opponent plays Spy, you can reveal this card and put it into play on their turn. It won't have any effect until your turn but otherwise acts the same as if you'd revealed it as a reaction on your own turn. It doesn't take your turn's action.