Well, yeah, we already have the make-fools-of-ourselves card analysis game. But this thread is particularly for the cards you think other people will mis-evaluate. Here is your chance to be the first to point out the IGG rush, or that JoaT is a really good card, actually, or that Jester really isn't all that hot, or whatever, but for the Dark Ages cards. And let me tell you, I have some bold predictions to make here.
Count - Well, as I've already said, I think this card is probably better, on the whole, than Mandarin, but not very good, and a below-average 5-cost. Great for Duke and Silk Road, pretty good for gardens, decent if you can spike one on turn 1-2, pretty mediocre otherwise.
Rebuild - I think this will be one of the most powerful cards in the set. Think about for a second, that it takes basically 6 plays of this card to get your starting estates into provinces (and it's non-terminal!). And then probably you can buy duchies relatively easily and turn them into provinces fairly quick. I mean, 2-3 of these, then buy only green will be a pretty good BM strategy, on the speed order of JoaT. Yep, I'm going to make that claim. Now, you can run the risk of drawing these with too much green (you need it to be in the discard pile). But this also works really well with decently good non-drawing terminals at the sub-$5 level (monument, militia, maybe swindler). And it's going to be very nice with sifters like warehouse. And it's really resilient to just about every kind of attack. Finally, it's a nice anti-engine card, because you burn through VP as you go, lowering the 50% of VP game-win threshhold fairly nicely.
Beggar - I mean, okay, the card is pretty terrible. But I bet it helps big money okay, actually. Combos with counting house. And great with alternate VP. Hmm, maybe that's not so bold.
Hermit - See, I think this will be hardly worse than JoaT, but more conducive to many different strategies. This can certainly be a darling for engines where you have a cheap enough engine component. Or you can play it like Jack. Really strong, though, I expect - being able to trash so targetedly will be very nice.
Hunting Grounds - at 6, I don't actually expect that this is very good.
Ironmonger - Already talked about this too, and I think this card compares pretty favorably to tournament, actually, and if we are to believe chwhite, that is the best 4-cost card. I would be pretty darn shocked if this isn't a top-6 4-cost, and wouldn't be surprised at all if it's even better than that.
Squire - I firmly expect that this will be the 2nd-best 2-cost card, after chapel. Oftentimes, you'd rather have courtyard or fool's gold, and sometimes if there's terrible attacks, lighthouse, but I really expect this to be better than hamlet.
Urchin - Well, really this is about Mercenary, which I expect to be not that great at all. I think massing urchins early will be terrible. But this will be fine in engines, where silver is no longer important, and the attack, while it doesn't do much, can be sorta nice.
Feel free to get in (civil) arguments, call me crazy, or make your own bold predictions.