48. Hamlet
Possibly you are surprised this is so low, but if anything I think this might be high. Its a cheaper village that can get plus buy, no? Well, you do often have a card to discard at little penalty, except it's often not NO penalty, and it's a lot worse than village for trying to set up an engine - you have one fewer card every time, and these stack poorly. Also, they can make poor cards come back for the shuffle quite annoyingly. Still, it's a good little card and one which can be very nice when used properly.
47. Watchtower
This card now has 854 different combos with on-gain, on-trash, and all kinds of other benefits. It's also a pretty nice defense against most of the nastiest attacks in the game, and it can be a pretty nice drawer in many circumstances.
46. Squire
I have this above hamlet. It's even a tiny bit worse at making a draw engine, I grant you, but silver-flooding makes it good in a whole host of other situations as well, and the buys can be very nice. This thing can really blast piles sometimes. And the trash bonus can occasionally be highly powerful, even if it usually does little to nothing.
45. Horn of Plenty
This can be a pretty nice payload and win condition and it helps to pick up components along the way. It can also just be a support card, though this is significantly rarer in my experience. But it can cut out basically all alt VP, so that is really strong. The big drawback is that you really need to watch out for piles and be able to go off in time.
44. Haggler
This card isn't a superstar very often, but it's almost always a really nice, solid addition - pick up some decent to good treasure while ramping for BM (or choke less on greening), or pick up two components at once for an engine. Basically only weak when there's something much better (and it's not too often that you don't make up for the skipped time, if you can afford the extra terminal) or when all the cards you'd ever want cost the same amount (generally 5, but also rare).
43. Journeyman
Skipping estates is pretty nice. Skipping coppers can be really nice. Just smithy isn't bad, and this filters pretty well for you in the situation.
42. Ghost Ship
This attack is hammeringly powerful, completely dominant on many boards, and telling you that with any village at all, you are going engine (okay, maybe combo or rush; this nerfs BM HARD). But there are about 72 counters by now, and engines can reasonably often shrug off the attack without THAT much harm.
41. Tactician
This can do some pretty degenerative things with the right actions, in double tac decks, and it can be a solid card in a lot of single tac decks. But you have to watch out for getting either enough consistency or a big enough mega-turn, and not being able to get similar effects without the significant drawback via conventional drawing.
40. Minion
So, the thing is, this isn't about a single-card deck. Just minions is not a terribly good thing. But it can be the centerpiece of an engine, draw-to-x, which can synergize with itself for money in a pinch, such that you don't have to worry at all about multiples. Add in that the attack is about as powerful as other discard attacks to three, and you've got yourself a power card - which is nevertheless not some kind of unstoppable force.
39. Sea Hag
Pretty low, you think. Well, it's one of the more ignorable cursers, I find. It does nothing for you. And trash one cad at a time would neutralize it, and we didn't think trade route was good. But hitting them hard and early... well, curses are still good, but if you can get a way to deal with them semi-reasonably, this can be just a normal-ish-powered card, or even totally skippable.
38. Marauder
It's like a worse sea hag that's slower and comes on a gold. I still don't have the greatest feel, but I feel it deserves coming in somewhere in the here range.
37. Monument
VP chips are good, did you know? So good, that this in BM beats a lot of the baselines you look at, because those chips can save a duchy or two, or help you lose a province split by getting an extra duchy or two - really, it's not that hard to get two more duchies and play this 7+times, lose the province split by two and win. And it's even much better in engines, where you can play it more. Basically an alt VP card, lets you sit around and not green, not green, not green.