OAM thanks for the feedback. Most of the cards that I made weren't very well-polished in retrospect, so it's good to get them from you.
Scammer
$6 - Action-Attack
+$2
Each other player trashes a Treasure card from his hand. He then gains a Treasure card costing at most $3 less than it (cost of gained card must be no lower than $0), and may choose to put it in his hand. Otherwise he reveals his hand with no Treasure cards.
Either scammer decreases the value of the other player's hand by 1 and their deck by 3, which is more than Saboteur does. At the same time, it increases the value of your hand by $2. At $6, the choice to get Scammer over Gold is often obvious because it protects you from other Scammers. All the other "treasure attacking" cards, Cutpurse, Noble Brigand, Pirate Ship, and Thief cost $4, less than gold costs. The modified Scammer is at a better price, but still is too strong. It should probably only give +$1. At that point, look at the card again. It is nearly the same as Noble Brigand, but Scammer still decreases the value of their hand and doesn't gain you treasures (scammer also gives a silver if a gold is trashed unlike NB).
I'm not too sure I quite follow on what you meant by decreasing their deck's value by 3...do you mean the total cost of the cards in the deck?
Money attacks cost $4 but at the same time Noble Brigand, Pirate Ship and Thief don't deal with the hand directly, they all look at the top two cards from the deck and take them away if required. I suppose we can say this is more like a modified version of Cutpurse (mixed with the choosy selection of Noble Brigand) as both cards would deal with the hand directly, just that Cutpurse only deals with Coppers and this one deals with Silver and Gold while both are +$2.
I don't know whether the +$2 being a +$1 would be any different (that would also void my personal desire to keep the cards within the contest requirements). Thief and Pirate Ship don't even gain you any virtual coins immediately. so I think I would cost this at $5 without the +$, but I doubt anyone would want this card at that range.
My gut tells me +$2 is fine, it's a terminal card so unless you have some crazy action-draw combo I'd think this won't get abused much. I'll hopefully have some way to try this out and see whether it works well or not, but like Cutpurse, it'd probably suck being the last guy in multiplayer during mid-late game.
Red Stone
$5P - Action
Trash this card. Discard a Potion from your hand.
If you do both, trash a card from your hand, then gain a card of any cost.
Neither this nor the other card have the balance right. Red Stone costs as much as a Province, I'd say. This seems like trying to be too much in the flavor of Full Metal Alchemist, rather than what the game needs. 2 and a potion is more like 5 than 6. Altar is a good point of comparison, but Altar doesn't trash itself. "2P- Trash this card and a card from your hand. If you do, gain a card costing up to $5 more than or $3+P more than the other trashed card."
I had trouble determining the cost for the fixed card (let's just ditch the original one because it was really bad). I felt that it's more like a $1.5P, as you're trashing two cards and leaving your hand with 3 other cards. As I said, it's really more of an alternate-choice thing on most decks, and at this cost as I mentioned earlier, I don't think I'd go for this, especially if this is the only Potion card available.
And yes, it was a reference to FMA (Alchemy => FMA, viola! New card idea). At this point, I'd just leave this alone until I get better in my Alchemy-fu, which is virtually non-existent.
Bronzeworks
$3 - Victory-Reaction
Worth 2 VP if you have the most Copper cards in your deck compared to other players (a tie for most would qualify as well).
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When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper. You may discard this card to put the Copper into your hand.
This only responds to junking. How does a Copper scaled victory play differently than a deck-size one? Actually, this is one of the better of the cards here. "Worth 2 VP if you have the the same number or more Copper cards in your deck as other players" is a wording to consider.
I'll comment on this first as I've thought up of a revision of this card (I'm working chronologically), as for the others I'll discuss them as I get there.
This card was designed with the mindset that the mini-set was going towards a Copper-themed set. It's now more varied, but at that time we had Almoner, Museum, and especially Pawn Shop when it came out. I was looking at Pawn Shop and thought it'd be cool to have a Victory card that goes with this hand-in-hand. Thus this card was born.
Some thought went into this card where I tried playtesting a bit. It was never meant to be the focus of any strategy, the Copper-count on VP only makes this a card that helps out in getting you VP.
If you succeed.
And that's the problem...in the two games I played with varied sets from the base set (one had Witch iirc), it sucked even if I got the VP. Even if you win the Copper-counting battle, the maximum VP gained on a 2 player game with all Bronzeworks in your deck is 16. That's like two Provinces + Duchy for a cost of 21 versus 24 (and 3 cards versus 8), and even if I did some mix and match this was never a prevalent strategy. If you're trying to end the game asap you'd find yourself in a losing position in the end.
The fact that the reaction is only useful against gaining Curses and now Ruins makes it close to useless, not many people would want to get a card that gives them more Copper unless they're jockeying for the Copper VP crown. It also makes the deck bloated and inefficient.
So it needs a rework. I'm also changing the dual-card type as well.
Bronzeworks
$3 - Treasure-Victory
Worth $1.
--
Worth 1 VP.
Worth an additional 1 VP if you have as many or more Copper cards in your deck as other players.
When the game ends, this counts as a Copper card.
I think I like this better...but I still added some of my personal weirdness in it.
The old one was too all-or-nothing in that if you lose, you get screwed and your Bronzeworks (or Bronzeworkses) are worthless. You now have 1 VP, and you may want to work towards the goal of getting more Coppers. This card would help out in addition to giving out some value as a treasure.
The last part is weird and I really wanted to make this worth $2 and then say "this card counts as two Coppers" when it's put in play. This would open a can of worms involving card counting mechanics like Bank. It's not a big list, but you'd want to make the wording so it won't confuse anyone.
I then made the card say "When the game ends, this counts as
TWO Copper cards" in the last line and it didn't feel as weird initially. It felt like yeah, it helps this card and Copper counting more! Then I thought about card counting VPs like Gardens, Silk Road etc. And ditched it almost immediately.
So it'd just be considered as one Copper at the end of games. You get the VP and you can even count this card for the extra VP contest in Copper-comparison. Silk Road would probably be confused by this card though...but as per the wordings in the card this is intended as a Victory card even in game end.
It was a $3 card, but it felt more like a $2 card - it wasn't too huge of a difference really, it wouldn't be a card that'd be like "oh crap, here comes Bronzeworks, let's gather them up like it's a nuclear winter in the next turn" thing. I would probably be fine if this costs $3, still.
Edit: As Archetype mentioned, this would compete with Estate which I somehow totally forgot. Fixed cost to $3.