None
Vote for this if you don't want to have any of these cards in the set. I won't take offense if you do this -- I'll assume a vote for "None" means "Your cards are clearly awesomeness incarnate; it's just that the set doesn't need any of them."
Obviously broken. OP with Scout on the board, and worthless otherwise. Pass.
Healer
$2 - Action
+1 Action
Reveal cards from the top of your deck until revealing a Victory or Curse card or until revealing 4 cards, whichever comes first. If you revealed a Victory or Curse card, trash it or discard it. Put the other revealed cards back on top of your deck in any order.
To me, this falls under the heading of "Scout variants that actually may work". It's a bit long-winded, but I'd say it falls under the "long text, short understanding" heading, not the "long text, complicated understanding" heading. Lots of headings going around with this card. Anyway, this card is probably fine, but doesn't get me very excited.
Lockbox
$2 - Action
+1 Card
+1 Action
--
While in play, at the start of your buy phase, you may trash this card. If you do, +$2.
This card can't really hurt an engine, so it might be too easy to pick them up with extra buy and $2. So, I'd recommend this at $3.
Architect
$3 - Action
+3 Cards
+$2
Put 3 cards from your hand on top of your deck.
A terminal Silver rearranger, that can even out this turn or next. I'm wondering how good these are at BM, since it seems like you could use this to get a good turn and a bad turn vs. 2 mediocre turns. Plus, you could open 2 of these, since on collision you can move one to next hand. I'm guessing this may be too strong for straight BM, but I may be wrong.
Matador
$3 - Action-Attack
+2 Cards
Each player (including you) reveals a card from his hand. He discards it or puts it on top of his deck, your choice.
As above, this obviously needs a limit to only affect players with more than X cards (where X is probably 5 or 4). As-is, it is probably broken. Otherwise, fine, though I would guess underpriced. At least with Militia or Ghost Ship, the opponents can discard bad cards (Militia) or do their best to even out next turn (Ghost Ship). Here, they will have to try to reveal mediocre cards, which will either hurt this turn or next. I have my version of this card priced at $5, but would guess this needs to be at least $4.
Museum
$3 - Action
+$1
You may choose a card from your hand that you do not already have a copy of on your Museum mat. Place it on your Museum mat.
If you have at least 4 cards on your Museum mat, you may trash 4 of them and gain a Prize (putting it on your deck) and a Duchy.
This is probably fine. In general, I'm not a fan of alternate prize-givers, but this is one of the better ones I've seen. It's pretty weak by itself - a pseudo-trasher that can sometimes fully trash. It could also be used to set asside Victory cards. But, it can gain prizes, which is very nice. I just don't know if the prizes are really worth taking the time to build up a trash with these, including sacrificing some good cards.
Street Sweeper
$3 - Action
Choose one: +2 Cards; or look through your discard pile and put one card from it into your hand.
This is probably pretty weak, even with the tweak to allow you to look through your discard pile first. Unless you have a power card you really want to play a lot but don't want to buy multiple copies (probably a curser), then this probably isn't for you. Plus, since it doesn't give any Actions, you'd need to play a Village first to pull off one of those combos. So, this will usually be just a terminal Silver or Gold, depending on what is in your discard.
Auction House
$4 - Action
+1 Card
+1 Action
+1 Buy
Trash a card from your hand.
Sort of a cross between Junk Dealer and Market Square - I assume rinkworks came up with this before DA. I'm wary of cantrip trashers, especially those that cost less than $5.
Banquet Hall
$4 - Action-Victory-Reaction
Choose one: +1 Card, +1 Action; or +2 Cards.
--
When another player plays an Attack card, you may set this aside from your hand. If you do, +1 Card, and return this to your hand at the start of your next turn.
--
Worth 1 VP
This is probably fine. It does feel a bit patchwork, and doesn't make me excited, but I don't think it's bad in any way. But, we have so many Victory and Reaction cards already, I'd prefer something different.
Magistrate
$4 - Action-Reaction
+$2
Look at the top 3 cards of your deck. Discard any number of them. Put the rest back on top in any order.
--
When another player plays an Attack card, you may set this aside from your hand. If you do, look at the top 3 cards of your deck, discard any number of them, put the rest back on top in any order, and at the start of your next turn return this to your hand.
This sort of combos Navigator and Cartographer. The Reaction is interesting, I approve. I like this more than Banquet Hall, though I still feel we have enough Reaction cards.
Archivist
$5 - Action
+1 Action
Choose one: Draw up to 6 cards in hand; or +$1 and discard one or more cards from your hand.
This is fine, and obviously won the previous contest. I'd say let another card have time in the sun.
Highwayman
$5 - Action-Attack
+3 Cards
+1 Buy
Each other player with 5 or more cards in hand chooses one: He discards down to 3 cards in hand, or he discards his hand and draws 4 cards.
This is very similar to Margrave, as I'm sure everyone has pointed out by now. It looks fine, but doesn't excite me considerign we have Margrave.
Huckster
$5 - Action-Duration
At the start of your next turn, +1 Buy and +$3.
Ah, interesting. This gives no benefit this turn, but a Gold and a Buy next turn. I like this a lot, as it sacrifices this turn to help next turn. This is definitely a card I can get behind
Hunter
$5 - Action
+1 Action
+$1
Look at the top card of your deck and choose one: Put it in your hand and discard the top card of your deck; or discard it and +1 Card.
This is a Peddler that gives you some choice. I'm not sure if the choice is enough though to make a $5 card. Maybe it would be better to look at the top two cards, drawing one and discarding the other? Or is that too strong? Either way, I don't really like that if you choose to keep the top card, you discard the next one - that's just trying to be cute, and it doesn't really work for me. So, as a Peddler+, I'd say this is definitely on the weak side of $5, but maybe ok.
Sailboat
$5 - Action-Duration
Discard two cards.
At the start of your next turn, +2 Cards and +$2.
This is similar to Huckster, in that it doesn't help this turn but helps alot next turn. I think I like Huckster more.
Sorceress
$5 - Action-Attack
Each other player gains a Curse.
If one or more supply piles are empty, +1 Card and +1 Action.
If two or more supply piles are empty, +1 Card.
I like this a lot. It starts as a bad curser, but once a pile empties (maybe Curses), it turns into a cantrip, and then can turn into a late game Lab. It is probably weaker than Familiar, which is fine considering the price differences. It is likely weaker than other $5 cursers, especiallly Witch and Mountebank, but again, I'm fine with that considering those are two of the strongest cards in the game. I'm always intrested in cursers that aren't must-buys, and I think this fits that category. I'd be very happy to have this card in the set.
Grand Bazaar
$6 - Action
+1 Card
+2 Actions
+$2
--
You can't buy this if you have any Copper in play.
I think this is too close to Grand Market to be very interesting. On boards where there is good terminal draw and +Buy, this is going to be better than GM. On boards without +Buy, GM will likely be better. But, this isn't a big enough difference to make me interested - you're just trading GM's +1 Buy for +1 Action.
Royal Scepter
$7 - Action
Reveal cards from your deck until you reveal an Action card. Discard the other revealed cards. Play the revealed Action card twice.
I came up with this card a while back but had it cost $6. I haven't playtested it though, so $7 may be the correct cost. The only other difference is that I allowed you to discard the card instead of playing it twice if you wanted to - this made it so you don't have to be scared playing it with cards like Trade Route and Trading Post in your deck. Anyway, this is probably fine, though I like some of the more different cards above - this seems a bit too much like a Throne Room Golem, and I'd prefer something unique.