OK, so what do we already have. This is a summary of all the sets that have been posted here, as far as I know. If I missed any, plz correct. If some of these have been updated and I missed the update, plz let me know. They are not yet in any particular order.
Ones I came up with earlier:
1. Native Village, Masquerade, Wishing Well, Worker's Village, Cutpurse, Baron, Council Room, Rabble, Treasury, Royal Seal
(Masq/BM or rabble engine or quirky pin.)
2. Village, Warehouse, Salvager, Coppersmith, Quarry, Wharf, Outpost, King's Court, Forge, Peddler
Use Plat/Col
(Super-powered kc/seaside stuff. )
3. Loan, Watchtower, Hoard, Expand, Fishing Village, Island, Ghost Ship, Ironworks, Pawn, Bridge, Colony/Platinum
(Colony engine with only sub-$2 components!)
4. Secret Chamber, Swindler, Lookout, Mining Village, Baron, Tactician, Bazaar, Harem, Hoard, Peddler. 4-player.
(Swindler-focused set, everything is swindlable!)
5. Shanty Town, Bridge, Conspirator, Scout, Minion, Fishing Village, Cutpurse, Outpost, Royal Seal, Expand. Use plat/col.
(Minion as card draw)
6. Sea Hag, Duke, Talisman, Wishing Well, Courtyard, Cutpurse, Embargo, City, Grand Market, Tribute
(Slog.)
Based on ozle's sets with a few mods:
7. Gardens, Contraband, Talisman, Workers village, Warehouse, Adventurer, Cellar, Smugglers, Hoard, City
(Some Gardens enablers, but I've taken out the ones from base set that show up a lot already?)
8. Pearl Diver, Merchant Ship, Pirate Ship, Lookout, Bazaar, Rabble, Treasure Map, Workshop, Remodel, Salvager
(Ships. Perhaps needs some Prosperity?)
9. Islands, Gardens, Trade Route, Hoard, Village, Lookout, Sea Hag, Ambassador, Throne Room, Bureaucrat, Colony & Platinum
(Trade route/Hoard/Island/Amb!)
10. Tactician, Bank, Warehouse, Treasure Map, Adventurer, Steward, Venture, Nobles, Coppersmith, Haven, Colony/Platinum
(Based on Ozle's but with significant changes - coppersmith, steward, nobles. It's still a tactician-focused set.)
11. Peddler, Workers Village, Salvager, Smugglers, Swindler, Feast, City, Mint, Workshop, Bishop
(Peddler madness!)
12. Native Village, Haven, Cellar, Shanty Town, Forge, Rabble, Watchtower, Monument, Fishing Village, Secret Chamber
(Cross-set interactions: SC/Rabble, SC/Watchtower, FV/Watchtower)
13. Bridge, Native Village, Ironworks, Navigator, Ghost Ship, Scout, Vault, Contraband, Royal Seal, Mining Village
(NV/Bridge)
14. Quarry, Grand Market, Talisman, Moat, Militia, Mine, Pearl Diver, Witch, Caravan, Sea Hag, Platinum/Colony. 4-player.
(4-player, this is brutal and will pile out on cheap things. 2-player, it's a long colony game. I say make it 4-player)
15. King's Court, Chapel, Mountebank, Village, Haven, Caravan, Lighthouse, Torturer, City, Harem
(KC/Mountebank/Torturer/Chapel/City. The chapel makes the game not horrible, no +Buy, defense by lighthouse.)
16. Goons, Monument, Fishing Village, Vault, Bazaar, Embargo, Steward, Remodel, Contraband, Duke
(Alt-VP fun, with VP chips or duke)
17. Outpost, Witch, Lookout, Laboratory, Treasury, Island, Cellar, Trade Route, Counting House, Remodel, Use Platinum/Colony
(Adding in plat/col makes this have options - the AI will try to province rush probably, but with lab, treasury, outpost, it may be possible to do better.)
A few more which I'm just making right now.
18. Saboteur, King's Court, Duke, Ironworks, Conspirator, Nobles, Watchtower, Shanty Town, Warehouse, Loan
(OK, so in a campaign with Prosperity and Intrigue, I HAD to give the player a chance to destroy the opponent utterly with KC/Sab.)
19. Counting House, Pawn, Haven, Cutpurse, Warehouse, Workers Village, Hoard, Bridge, Treasury, Forge. Use Colony/Platinum.
(Give the option of using Counting House for something other than a Mountebank counter! That really does take cross-set interactions. OK, maybe I just have a soft spot for making counting house work. There's more standard forging to be done if that's what people want. It might even be better. Maybe this set sucks
dunno. )
20. Throne Room, Bureaucrat, Ironworks, Steward, Great Hall, Island, Embargo, Smugglers, Venture, Goons
(I don't think the campaigns that are out right now have a set with a viable ironworks rush on anything except Gardens. Here, Island/Great Hall makes it work.)
that's a recap of what we've had before and a few new ones I came up with just now. They're not in any order yet. They're not finalized in any way, so comments welcome to make any of these sets better, or suggestions for more sets to replace out some of these if any look like they're lame or repetitive. Or suggestions for particular cross-set interactions that are cool and need to be included but which aren't represented anywhere. I don't mind if some cards aren't well-represented, they've all been used to death in their respective single-set campaigns. But interactions of note, this is the place for them.