160. Vagrant
This high, really? Yes. While it may seem not so good to have to draw your bad cards (it doesn't do anything for me anyway), while it isn't good now, it helps your next turn substantially - you were going to draw those bad cards at some point anyway. When it works,it's as good as lab. And worst case it's still a cantrip. Okay, it's no world-beater, but this cheap, it's reasonably often worth a go.
159. Woodcutter
It's a source of +buy in a pinch, and this is probably its main purpose. Also virtual coin if you need it (KC-type cards, draw-to-X). A solid if unspectacular card.
158. Loan
An early trasher which not only is non-terminal, but also can't be drawn dead. The issue is that you usually have some other treasure you don't want to hit (of course you don't have to trash it, but you must skip it, and moreover it reduces loan's effectiveness), and more importantly you are effectively adding another copper to get the trashing, which is supposed to get rid of coppers anyway!
157. Farmland
By far the main use for this card is to be two points while sacrificing your deck quality just at the end of the game. It can also be used to trash curses or get lots of green cards, but these are fairly ancillary.
156. Mint
The main use of this is to trash a bunch of coppers in one go, but this is hard to manage at an effective point in the game. The extra treasures can also be good, but it tends to be relatively slow. For sure can be really good, but often is only decent.
155. Outpost
This card is usually terrible. Three card hands are just much weaker than 5, particularly when you can't choose the three out of a larger quantity. And you have to spend a terminal on it? Well, it still gets a decent ranking because it can be really really good when it is good, almost always in big engines (though you have to be able to get going from a three card hand) which can overdraw the deck anyway, where you are just doubling your turns. Really helped by other duration cards, or occasionally with draw-to-X.
154. Rogue
If you could choose between the options, this would be one of the top power cards. But as it is, you often are forced to gain things you don't really want that much, the attack isn't reliable, and it's often just okay, sometimes even bad..
153. Graverobber
Expanding actions can be nice, but very often those $5 actions are really premium cards in your deck. Still can be good if you have a strong engine up and going, and definitely helped because you can gain those actions back. But 2 5-cost terminal plays to gain a province is... actually not that great as it turns out, in comparison. Definitely a late-game card.
152. Trading Post
This is a card which is pretty good early on, but later on really diminishes in value. Not a lot to say.
151. Market Square
I feel that this is a huge trap card, at least how it's used a lot. Using one card to trash another and discard yet another, just to gain a gold. Well, gold is good but not the absolute best, and you are losing a lot of cards from your hand now. But cantrip +buy isn't that bad in-and-of-itself, though not all that hot either.
150. Island
This is a tricky card to use. Not the worst early, and not at all bad in the midgame for engines which can store green cards as soon as you get them; disappointingly often, though, it's just 2-VP for 4. That isn't terrible, but realize that it is just a VP card on your next shuffle, like any other, and you need to wait another shuffle to get the thinning benefit.
149. Death Cart
A card which can sling you up to lots of money, but only a few times. The ruins aren't always a drawback, but they limit the card's ability to be useful in a lot of cases. Usually you either want to be able to ensure you have it with a ruins (via strong engine) or only need it the one time, with future plas more like bonuses.