<-Starts writing post guessing there will be... 9 new replies by the time he is finished.
Ok, cards!
Candlestick Maker
Types: Action
Cost: $2
+1 Action. +1 Buy. Take a Coin token.
I suspect this will be pretty strong, mostly because I think tokens will be strong. Let's see, how about just rushing these? I am probably emptying them, mmm, some time around turn 8. Then every 4 turns, I am gaining 10 tokens. Uh, this seems to be roughly on par with purely basic Big Money - key is to just hold off on buying provinces until you blitz them at the end. By the way, while this strategy sucks, the point on token spendage is probably pretty good - definitely don't spend them to get the better green until very late - your last shuffle really. So but ok, that strategy is terrible, I grant, but I think it shows that probably just about any deck can use this, well, not terminal draw BM, but it should be really good in both slogs and engines; this is somewhat strange, as those seem like opposite strategies. In engines, it's mostly a non-terminal copper-with-a-buy, plus a bonus, which isn't great but not terrible by any means. Actually, I bet this is best in slogs. Also good with e.g. minion.
Oh, and I'm taking longer to write this than I thought - now guessing 15 new replies before I post it.
Stonemason
Types: Action
Cost: $2+
Trash a card from your hand. Gain 2 cards each costing less than it.
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
I assume you can overpay $0, based on what Donald said about how the overpay effects stack. If you have something like Haggler in play, and you buy an overpay card, you first choose whether to trigger overpay, then you choose what order to resolve the on-buy effects, and you only choose how much to overpay when you go to resolve the overpay effect. I dunno, seems to imply 0 as a possibility. Anyway, develop is what comes to mind for the play effect. This is cheaper, but doesn't top deck (well, this is a plus if you use it to gain green), and both cards have to be cheaper. Although they don't have to be exactly $1 off. Trashes copper just as well, but sucks at trashing estates, unless for some reason you really want 0-cost cards. Actually, that might make it non-terrible in slogs, turn your estates into 2 coppers? Mmmm, seems pretty marginal even then. So I would guess pretty weak. The on-buy, well it might be pretty good. If I get $7, do I want 2 fives? Probably yeah, even if I have to take this. I suspect the on-buy will be by far the biggest use, very dependent on the other actions on the board, and then this at least trashes coppers for your engine and has *some* utility later, or can be trashed.
Also, all these on-buy combo with trader and watchtower, just throwing that out there.
Doctor
Types: Action
Cost: $3+
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
As I said in the previews, I think this will be a VERY strong early trasher, on-buy pretty marginal.
Masterpiece
Types: Treasure
Cost: $3+
Worth $1.
When you buy this, you may overpay for it. If you do, gain a Silver per $1 you overpaid.
Ah, very interesting. For 3, it's copper and terrible. Slogs will buy it even on $4. At 5 it's similar to cache but less spread... which makes it... uh, a tiny bit worse, since you generally do less with silver than gold, and there's less possibility of getting big benefit out of it than cache via dealing with the coppers? At 6+ that is a lot of silver, pretty good for money decks. So... good for slogs always, really good in non-mirror, decent-ish for BM, particularly BM-draw... Good-ish card overall, but not spectacular.
Advisor
Types: Action
Cost: $4
+1 Action. Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.
So... quite good? Early on, it is likely to be a peddler which cycles you rather a lot. Good. And later on, only gets better? Well, but it can make your best cards miss your reshuffle, essentially, which is potentially a very steep price, worse than I think a lot of people realize. Which means you want to have relatively even distribution of cards. Also bad if you have heavy green. So terrible in slogs, quite good for engines, not great for money, though not *terrible* there. Probably good with e.g. silver flooder-BM. So not just a blow-me-away or a build-around so much, but very good in the right spots.
Herald
Types: Action
Cost: $4+
+1 Card. +1 Action. Reveal the top card of your deck. If it is an Action, play it.
When you buy this, you may overpay for it. For each $1 you overpaid, look through your discard pile and put a card from it on top of your deck.
We saw this already, too. I think I've cooled a little since then, but I still think it's a bit above-average for a 4.
Plaza
Types: Action
Cost: $4
+1 Card. +2 Actions. You may discard a Treasure card. If you do, take a Coin token.
The village. This will be strong - I guess it's the 2nd-best 4-cost village after Wandering Minstrel. Actually might take this over Bazaar sometimes, too. Really strong, but not at all in danger of being broken. Nice.
Taxman
Types: Action – Attack
Cost: $4
You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to $3 more than the trashed card, putting it on top of your deck.
So, it's a cross between mine and cutpurse. Interesting. Delayed compared to mine, which it has to be for comparison, and you also miss (probably) at least $2 in buying power compared to mine this hand. Wonder how well it works with fool's gold. Well, I'm very unlikely to want it except for early, so the question is, how good is it early? Drawing it with 3 copper would be the worst, unless there's a good 2-cost. With 4, you can still buy a 3, and with 2 or fewer, your other hand is quite good and you weren't likely to buy much this turn anyway. So, solid but not great as an opener, progressively worse the longer you go. Well, and probably good for BM no draw mirrors. The attack has to be reasonably effective.
Baker
Types: Action
Cost: $5
+1 Card. +1 Action. Take a Coin token.
Setup: Each player takes a Coin token.
Saw this as well, I am guessing middling, setup rule relatively important.
Butcher
Types: Action
Cost: $5
Take 2 Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.
And we saw this, it should be strong but not strong-as-related-to-other-5s. Average-ish as a 5.
Journeyman
Types: Action
Cost: $5
Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.
Okay, this is the last of them we've seen, yeah? Like I said, a little better than catacombs. Actually probably a little better than I thought even - it's really good early.
Merchant Guild
Types: Action
Cost: $5
+1 Buy. +$1.
While this is in play, when you buy a card, take a Coin token.
Okay, so very interesting. This card just seems pretty weak, and I wonder if it couldn't have costed 4. Well, I am sure Donald and his playtesters know what they're doing, so I guess not. But I pointed out at some point that woodcutter that generates a coin (not coin token, like just an extra coin for your pool) is almost just the same as bridge, a little better because you get benefit out of buying free stuff and there isn't anything equivalent to the cost-0-floor, a little worse if there's cost-restricted gaining to chain with. This is similar to that, but gives a token instead of the coin-to-spend now, and it gives you a whole $1 less. Well, the token has pros, you can spend that whenever, and you do get it on the first buy, but you also can't spend it NOW. So this just looks weak. But okay, can you get lots of these and do something crazy? Well, maybe, but it will be hard to manage that, as they're terminal and don't help that much in keeping your money high. They also promote you buying cards, which doesn't help to keep being able to play multiples of these. I bet this is weak, as I just am going to want to do things better on 5 (oh, and note that bridge isn't a power 4), but might be good with really strong trashing, where you can just buy some copper and retrash them later.
Soothsayer
Types: Action – Attack
Cost: $5
Gain a Gold. Each other player gains a Curse. Each player who did draws a card.
Seems really strong at first blush. Well, what other cards draw things for your opponent? Council Room, and I would guess that this effect is... usually worse, but relatively often much better? Governor, and that gives you a double lab, which is... probably also better generally. So, but I guess this usually depends on the trashing. If the trashing is decent, this will be pretty bad, but with no trashing, this can be dominant. I think I like this.
Aaaaaaaaaaaaaand, the correct number was 10, 10 new replies.