General thoughts:
- I am most interested in novel concepts. This is a pretty vague descriptor.
- Some cards are probably fine but I just don't like them that much due to personal taste.
Now to read what other people think...
Relic
Types: Treasure
Cost: $6
Worth $2. When you play this, you may trash up to 2 cards from your hand and play area. If you trashed at least one Action card, +$2 and +1 VP.
Concept: Expensive silver that trashes from hand AND play. Big bonus for trashing actions.
Prosperity fit: Expensive, treasure, VP tokens.
Comments: I don't see the reason for rewarding action trashing. It does make it play interestingly with looters (which is a decent fit with the card name). Seems OK.
Artist
Types: Action
Cost: $6
+$3. You may trash this. If you do, the first time you buy a Victory card this turn, +3 VP.
While this is in play, when you buy a Victory card, +1 VP.
Concept: Terminal Gold that grants extra VP when you buy VP.
Prosperity fit: Expensive, VP tokens.
Comments: On a terminal action, this is actually quite similar to Goons, at least on a superficial level. This lacks the attack and the +Buy, and it restricts +VP to Victory card purchases only. In exchange, it grants an extra $1 and it can increase the VP token earning if you trash it. This probably promotes a strategy similar to Goons except with more focus on buying green (which Goons engines often skip), eventually culminating in a final blitz by trashing every Artist.
I like the idea of VP tokens for buying Victory cards, but I don't like that this implementation of it makes it like a restricted Goons.
Usurer
Types: Action
Cost: $6
+1 Card. +1 Action. Reveal cards from your deck until you reveal a Treasure. Discard the rest. Trash the Treausre; gain a Treasure costing up to $3 more than it, putting it on top of your deck. Each other player may gain a Copper, putting it into his hand.
Concept: Rebuild for Treasure instead of Victory.
Prosperity fit: Expensive. Interacts with Treasure. Makes decks filled with better Treasure. Interactive.
Comments: There's a typo! Compared to Rebuild, this is more expensive and it can give opponents a benefit, but it's a cantrip and it topdecks the new Treasure.
I like it. I would suggest the name "Reinvest".
Treasure Chest
Types: Treasure
Cost: $4
Worth $1. When you play this, discard the top card of your deck. If it is a Treasure, gain a Silver
Concept: Copper that can gain Silver.
Prosperity fit: Treasures.
Comments: Prosperity has alt Coppers that do very interesting things. Quarry is a Gold for actions, while Talisman can gain an entire extra card. This sometimes gains a Silver... I think it may work, but it doesn't seem all that exciting most of the time. When it would be, I think Trader and Masterpiece do just as well.
Strong Room
Types: Action
Cost: $5
+4 Cards. +1 Action. You may return up to 4 VP tokens. Discard 4 cards, minus 1 card per VP token returned.
In games using this, at the beginning of each turn of the player who went first, each player gets +1 VP.
Concept: Big non-terminal sifting that becomes big draw if you pay VP.
Prosperity fit: Big effect, VP tokens.
Comments: Very, very interesting. Hard to theorize on the balance; likely depends on the game (probably benefits a lot from other VP token cards). If one player opts to pay VP tokens and the other never does, how often will that difference matter? Constantly accumulating VP is kind of a neat thing too. Novel concept, I like it.
Metropolis
Types: Action
Cost: $7
+1 Card. +2 Actions. Treasure cards other than Copper produce an extra $1 this turn.
Concept: Coppersmith for everything but Copper.
Prosperity fit: Expensive, Treasure interaction, big effect.
Comments: I actually think that this will be too powerful, and it would be hard to tweak this to make it work. Coppersmith is terminal and only works on Copper, thus promoting an odd strategy. This doesn't do that -- as a village, it fits into pretty much any deck and it benefits you for having good treasures, which you often want anyway. Being a village just helps you stack it better, because it naturally supports terminal draw to let you draw more Metropolises and treasures.
Granted, typical villages want to be in an engine with few treasures. But this still fits in with that because it doesn't want the Copper.
Am I overestimating this card?
Stock Exchange
Types: Treasure
Cost: $7
Worth $2.
While this is in play, when you buy a Victory card, you may buy any number of VP tokens for $1 per token.
Concept: Expensive silver that can let you buy extra VP.
Prosperity fit: Expensive, VP tokens.
Comments: I'm gonna say that this is a fairly interesting concept, but the "while in play" just smacks of overpay. It could probably be reworded better with overpay. I think this would be better in a future Prosperity/Guilds challenge.
Chalice
Types: Treasure
Cost: $4
Worth $3.
While this is in play, when you buy a Treasure card gain 2 Coppers, when you buy a Victory card gain a Curse.
Concept: Cheap Gold that penalizes you for buying Treasure or VP.
Prosperity fit: Treasure.
Comments: IMO, not that different from Quarry. The difference is that Quarry is only a Copper for other cards, whereas this is still a Gold but slaps you for buying a non-action. But at the end of the day, both are Golds for actions.
Surveyor
Types: Action
Cost: $5
+1 Card. +1 Action. +$1. You may reveal a Province or Colony from your hand. If you do, +1 VP. You may return 3 VP to the supply. If you do, gain a Province.
Concept: Peddler that sometimes gives VP tokens. You can trade in VP tokens for a Province.
Prosperity fit: VP tokens, big effect.
Comments: I believe that this is too strong as it is, especially considering how it combos with other VP token cards. But I think that it is solvable with a cost increase. Trading in VP tokens is a fairly interesting premise.
Gilded Statue
Types: Treasure
Cost: $7
Worth $2. When you play this, you may discard a Treasure. If you do, gain a Gold.
When you gain this, gain an Action card costing up to $4.
Concept: Expensive Silver that can gain Golds by discarding other treasure.
Prosperity fit: Expensive, treasure.
Comments: The on-gain feels very tacked on. Perhaps it is to compensate for paying $7 just for a Silver? I think this works out to be fairly weak, but I'm not sure how the on-gain changes that balance. Overall, the concept does not excite me.
Railway Town
Types: Action
Cost: $6
+1 Card. +2 Actions. +$1. If you have played railway town at least twice this turn, +1 Buy. If you have played it at least three times this turn, +1 VP. If you have played it at least four times this turn, +$1. If you have played it at least five times this turn, +1 Card.
Concept: Expensive card that gains more and more bonuses as it stacks.
Prosperity fit: Expensive, big effect.
Comments: With the second play this is already better than Grand Market, and it just gets crazier from there. Maybe it works if you increase the cost and/or add a GM-esque buy restriction...
I'm just not fond of these monolithic stacking cards though.
Charity (A)
Types: Treasure
Cost: $7
Worth $4. +1 Buy.
While this is in play, when you buy a card, each other player gains a card costing at most $2 less than it.
Concept: Big treasure that is a Haggler...
for your opponents.
Prosperity fit: Treasure, interaction.
Comments: Probably needs to make the opponents' gains optional. As it is, you can make this an attack by buying $3 cards. Other than that, looks alright. Might even work at $6, because that benefit to opponents is pretty big.
Wedding
Types: Action
Cost: $7
+1 Action. Reveal cards from the top you your deck until you reveal an Action card, a Treasure card and a Victory card. If you do reveal a card of each of these types, put an Action card, a Treasure card and a Victory card from among the revealed cards into you hand. Discard the other revealed cards.
Concept: Big non-terminal draw that hits a rainbow of types.
Prosperity fit: Expensive, big effect.
Comments: Rules question -- what if you reveal a hybrid? I expect that it would count as both types, so if you reveal a Copper and a Nobles, that's all you get for drawing. But maybe you reveal Nobles, Nobles, Estate, Harem, you should be able to choose two Nobles and Harem (with Harem being your treasure and each Nobles filling in a different slot). So Wedding+hybrid cards is a double-edged sword. Overall, fairly interesting.
Palace
Types: Action
Cost: $4
+1 Buy. +$1.
While this is in play, during the Buy phase, Colonies cost $2 less, but not less than $0. While this is in play, when you buy a Platinum, +2 VP.
Setup: Add Colony and Platinum to the Supply.
Concept: Terminal that explicitly encourages Plats and Colonies.
Prosperity fit: Plats and Colonies. VP tokens.
Comments: "Instant Colonies!" is actually an interesting setup rule to put on a card. The card itself is kind of odd though. It is a terminal Gold for Colonies, but you won't be buying Colonies all the time. When you aren't, this is an incredibly weak card. It gives you VP for buying Platinum, but it is so weak that it makes buying Platinum more difficult when you have this in hand.
I like the idea of doing something specific with Colonies and Plats, but I don't think this implementation works.
Crown (A)
Types: Treasure
Cost: $8*
Worth $1. When you play this, gain 2 Treasure cards.
During your turn, this costs $1 less per 2 VP chips you have.
When you gain this, +2 VP.
Concept: Treasure that gets cheaper over the course of the game. Treasure gainer.
Prosperity fit: Expensive-ish, treasure, VP tokens.
Comments: The effect is incredibly powerful in games with Platinum. Tying cost reduction with VP means that this can't be balanced with a price change, because you could always lower the cost with Monument.
Cathedral
Types: Action
Cost: $7
Gain two action cards costing less than this and a Gold.
Concept: Expensive card that gains expensive things.
Prosperity fit: Expensive, big effect.
Comments: Maybe too powerful, depending on the board. Hard to fix that with a cost increase, because any higher and it will be able to gain King's Court. Besides that, it is just not that exciting an effect (in terms of gameplay -- it doesn't do anything new).
King's Greed
Types: Action
Cost: $10
Put your deck into your discard pile. Look through your discard pile and set aside up to 3 Action cards from it. Play them in any order.
Concept: Instantly play any three actions anywhere in your deck.
Prosperity fit: Super expensive, super powerful.
Comments: Probably too powerful, such that it's hard to fix with a simple change. This can easily chain into itself. Playing ANY three actions means that it can very easily set up really wild combos.
Mediator
Types: Action – Reaction
Cost: $3
+$3. Reveal 3 cards from your hand. The player to your left selects one of them. Discard it or put it on top of your deck.
When another player plays an Attack, you may set this aside from your hand. If you do, +1 Card, +1 VP, and at the start of your next turn, discard this.
Concept: Cheap terminal Gold with a drawback. +VP reaction.
Prosperity fit: Big effect (for a $3 card at least). VP tokens. Non-attack interaction.
Comments: The reaction seems kind of tacked on, but without it the connection to Prosperity is kind of weak. This doesn't actually hit any of the major themes as listed by LastFootnote, though it hits two of the minor themes. I don't think it's a close enough fit for this contest.
For the designer: the reaction can just discard itself right away, no need to set aside. The only reaction that sets itself aside is Horse Traders, and that's because it goes back into your hand later on.
Prospector
Types: Action
Cost: $4
+1 Buy. Reveal the top 4 cards of your deck. Put the revealed Treasure cards into your hand. Discard the rest. Each other player may discard a Treasure. If he does, he draws a card.
Concept: Scout for Treasure.
Prosperity fit: Treasure interaction, interaction with other players.
Comments: I think it's a solid concept. Not super exciting though.
Jeweller
Types: Action
Cost: $6
+2 VP. Gain a Gold.
Concept: Gold and VP gaining.
Prosperity fit: Treasure interaction, VP tokens.
Comments: Quite vanilla. Vanilla is cool too, but I'm looking for novel concepts.
Hunter
Types: Action
Cost: $6
Trash any number of cards from your hand. For each card you trash, +1 Card and +$1.
Concept: Big trashing for big (non-scaling) benefit.
Prosperity fit: Expensive, big effect.
Comments: It's alright. It's missing a certain flair, but I don't know how to explain.
Forum
Types: Action
Cost: $5
Draw until you have 6 cards in hand.
While this is in play, when you play a Silver, you may trash that Silver. If you do, +1 VP.
Concept: Trash Silver for +VP.
Prosperity fit: Treasure interaction.
Comments: The main action looks like it's just filler. The reaction is kind of interesting. Rules question: if you have multiple Fora, do you get multiple VPs? I can see it going either way. This could probably cost $4.
Statue
Types: Action
Cost: $7
Discard up to 3 cards from your hand. +1 VP per card discarded.
Concept: Discard for VP.
Prosperity fit: Expensive, VP tokens.
Comments: Seems alright. There is some danger of building a deck that just cranks out VP without moving the game towards an end. The discard clause helps, but you can still build a deck to generate 3VP every turn. Not great, but it can still be problematic.
Aqueduct (A)
Types: Action
Cost: $7
+2 Buys. +$2. Reveal the top 4 cards of your deck. Put the revealed Treasure cards into your hand and discard the rest.
Concept: Scout for Treasure.
Prosperity fit: Expensive, Treasure interaction.
Comments: Just like Prospector (above) with some different vanilla bonuses. Also drops the benefit to opponents. This is probably fine as well.
Deed
Types: Treasure – Reaction
Cost: $5
Worth $2
When you gain a Victory card, you may discard this from your hand. If you do, +2 VP.
Concept: Silver that can give a VP boost to a Victory card when you buy it.
Prosperity fit: Treasure, VP tokens.
Comments: I really like this. Note that using the reaction implicitly adds a $2 surcharge on the Victory card you are buying, since you are not playing this as a Silver. So this turns Estate into a cheap Duchy, Duchy into a mini-Province, Province into a mini-Colony.
Philanthropist
Types: Action
Cost: $4
+3 VP. Each other player gains a card costing up to $5.
Concept: Big +VP with big benefit to opponents.
Prosperity fit: VP tokens, interaction.
Comments: Very strange. It gives you VP, with no other benefit to yourself. But it benefits opponents a lot and it does move the game towards an end by emptying piles. I think it would probably be fairly interesting, maybe with some tweaks.
Clearing House
Types: Action
Cost: $6
+2 Cards. +1 Action. You may trash any number of Treasure cards from your hand. +1 Card per card trashed in this way.
Concept: Lab that draws more cards by trashing treasure.
Prosperity fit: Treasure interaction, expensive.
Comments: Not that exciting. I think it would be slightly more interesting if it were just a cantrip instead of a lab, and you get an extra +1 Card for trashing any number of Treasure cards. In other words, it plays the same as written here if you trash at least one treasure, but it's only a cantrip if you don't. Still no that exciting to me though.
Workhouse
Types: Action
Cost: $7
+$4.
Concept: Terminal +$4.
Prosperity fit: Expensive.
Comments: This might be just fine, but for this contest I am not interested in vanilla cards.
Gemstone
Types: Treasure
Cost: $4
Worth $1. Rarity cards cost $6 less this turn, but not less than $0.
Setup: Add an extra Kingdom card pile costing $5 or more to the Supply. Cards from that pile are Rarity cards and cost $5 more.
Concept: Treasure that is best used for buying cards not in the supply (sort of).
Prosperity fit: Treasure.
Comments: The extra card is actually in the supply, but costing it $5 more effectively removes it from the supply in most cases. Playing with the cost instead of actually removing it from the supply has some other implications. Multiple Gemstones will reduce the cost further. Probably the bigger thing is what it means for TfB. This will probably need tweaks, but it's an interesting concept.
Ascetic
Types: Action
Cost: $2
Trash this and any number of Treasures from your hand. +1 VP for each Treasure trashed this way.
Concept: One-shot +VP for trashing treasures.
Prosperity fit: VP tokens, treasure interaction.
Comments: Probably best as an opener to clear out Copper. The VP tokens don't really matter that much, I think. The trashing is more impactful, and you are unlikely to build up lots of VP with this.
Dividends
Types: Treasure
Cost: $6
Worth $1. When you play this, gain a Treasure card costing less than this, putting it into your hand.
Concept: Copper that gains other Treasure into hand.
Prosperity fit: Treasure, treasure interaction.
Comments: Mostly this is just a Gold that gains Silvers. Sometimes it will have use for gaining alt Treasures. Seeems alright.
Villa
Types: Action
Cost: $5
+1 Action. Play up to 2 Treasures from your hand. Draw until you have 4 cards in hand.
Concept: non-terminal fixed draw that can play treasures
Prosperity fit: treasure interaction
Comments: From a normal 5 card hand, this can be a Lab. It is sometimes better if you can lower your hand size further, it is sometimes worse if your hand gets bigger or if you have no treasure to play out. I like this. You can do some Black Market tricks with it but it uses the treasure playing for an additional purpose.
Golden Touch
Types: Action
Cost: $5
Trash the top card of your deck. Gain a Gold, putting it on top of your deck.
Concept: Replace a random card from your deck with Gold.
Prosperity fit: Treasure interaction.
Comments: The effect is powerful in the early game and becomes scarier and scarier to use as the game progresses. Looks OK.
Aqueduct (B)
Types: Action
Cost: $5
+1 Action. +$2. Discard a card. If you do, +1 Card.
While this is in play, Attack cards you play have no effect on other players.
Concept: Silver (as an action) with minor filtering that halts your own attacks.
Prosperity fit: uhh... interaction, sort of?
Comments: I don't really see any Prosperity theme here. Blocking your own attacks is interaction, I suppose. Tenuous at best though.
Inheritance
Types: Action
Cost: $5
+1 Buy.
While this is in play, Treasure cards costs $3 less, but not less than $0.
Concept: Quarry for Treasure instead of Actions
Prosperity fit: Treasure interaction
Comments: I think it works, but I'm not that interested in a card that actively promotes Big Money.
Crown (B)
Types: Treasure
Cost: $7
Worth $4.
When you gain this, each other player gets +2 VP.
Concept: Big treasure worth negative VP.
Prosperity fit: Expensive, Treasure, VP tokens.
Comments: Giving others +VP is effectively giving yourself -VP. I'm not so fond of using some VP value to try to balance a card.
Standard Bearer
Types: Action
Cost: $7
Trash this card. Put your deck (not including your discard pile) into your hand.
Concept: Expensive one-shot to draw the rest of your deck, but not your discard.
Prosperity fit: Expensive, big effect.
Comments: Potentially game-breaking power. Not including the discard makes it much swingier. Terminal means that this is actually dead on many boards. "Instantly draw your deck" is an interesting idea that would take a lot of work to get right. I don't think this does it. Too many changes would be necessary for me to give this a vote.
Griffin
Types: Treasure
Cost: $5
When you play this, reveal your hand. This is worth $1 per Victory card revealed.
Once per turn, while this is in play, when you buy a Victory card, +1 Buy and +$1.
Concept: Treasure that counts Victory, with bonuses for greening
Prosperity fit: Treasure
Comments: Gets a little ambiguous when played in multiples. If I have two in play, do I trigger the bonus twice for buying one Victory card? I expect so, but I could see people going for different interpretations.
The idea of a card that grants coin for Victory cards in hand is fairly popular, I think, but it's just not one that I personally like.
Charity (B)
Types: Treasure
Cost: $5
Worth $1. When you play this, choose one: Each player gains a Copper; or each player gains a Silver. Either way, put the card you gained into your hand.
Concept: Copper that makes everyone gain Copper or Silver.
Prosperity fit: Treasure, Treasure interaction.
Comments: This should be an attack. Copper junking is an attack. Perhaps the argument that it isn't an attack because you have to gain Copper yourself... but an attack with recoil damage is still an attack.
Since this is a treasure card, that makes it pretty easy to spam. Junking yourself mitigates that though.
Hurting yourself might make this workable. Hard to say though.
Fountain
Types: Treasure
Cost: $6
Worth $0. When you play this, if you have no other Treasures in play, +2 VP. You may trash this immediately. If you do, +$2.
Concept: +VP Treasure
Prosperity fit: Treasure, VP tokens
Comments: This essentially grants +2VP non-terminally. The clause means that only the first Fountain you play will grant VP, unless you choose to trash earlier played Fountains. Aside from it being worth no coin, it's completely safe to get a single Fountain because you can always play it first, before your other Treasures. May play just fine, but it doesn't work for me.
Savant
Types: Action
Cost: $6
+3 Cards. +1 Action. Each other player draws a card, then reveals and discards one or more cards. He gets +1 VP per Action or Treasure card he discards.
Concept: Big non-terminal draw that benefits opponents.
Prosperity fit: Expensive, interaction, VP tokens, minor Treasure interaction
Comments: The easy way to think of it is, Big non-terminal draw that sometimes gives opponents VP tokens. It can benefit them in other ways -- sifting out dead cards, discarding extra cards for whatever reason (Tunnel, Menagerie). Overall not that interesting to me.
Patent
Types: Treasure
Cost: $5
Worth $2.
While this is in play, when you buy a card that is not a Victory card, you may gain a copy of it, putting it on top of your deck. If you do, trash this.
Concept: Silver that can be a super Talisman once.
Prosperity fit: Treasure.
Comments: Should play differently than Talisman, since Silver is better than Copper and this can copy something good. Granted, it's not really worth getting Patent unless you pick up something worth at least $6. If you pick up a $5, you could have just gotten that to start instead of a Patent, and you would have been able to play it one turn earlier. You can always use it for Gold, and sometimes there are more expensive kingdom cards you'll want. May feel a bit limited though.
Queen's Palace
Types: Action
Cost: $6
+1 Action.
You may return a VP token. If you do, +3 Cards, +1 Buy, and each other player gets +1 VP.
Setup: Each player gets +2 VP.
Concept: Trade VP for non-terminal draw.
Prosperity fit: VP tokens, expensive.
Comments: Strong Room is a better implementation of this concept. With Queen's Palace, you only get to use it twice before you run out of VP. To get more uses, you need another source of VP tokens, or opponents need to play QP as well. But why would they, if it means they can get a small VP lead and stick you with a dead card and wasted $6 buy?
Mafia
Types: Action – Attack
Cost: $7
Each other player reveals the top 3 cards of his deck, trashes a revealed Treasure that you choose, and discards the rest. You may gain any or all of the trashed cards. +1 VP per card you gain this way.
Concept: Super Thief.
Prosperity fit: Expensive, treasure interaction. VP tokens.
Comments: It's Thief. That's just not that interesting.
Witch's Trove
Types: Treasure
Cost: $6
Worth $2. When you play this, reveal you hand and discard all revealed Curses. +$3 for each Curse discarded. You may gain a Curse.
Concept: Silver that turns Curses into Golds.
Prosperity fit: Expensive, treasure.
Comments: Really, really niche. Gaining a Curse is probably never a good option. That could be changed to +1 Buy, which allows the player to freely buy a Curse if he really wants but also makes it better than Silver in games without Cursing. Discarding all the revealed Curses is a disincentive to getting more than one Witch's Trove because they don't stack. This may work, but it isn't my taste.
Palladium
Types: Treasure
Cost: $7
Worth $4. +1 Buy. When you play this, trash all Treasures you have in play. +1 VP for each card trashed.
Concept: One-shot Treasure that trashes Treasures for +VP.
Prosperity fit: Treasure, Treasure interaction, VP tokens.
Comments: Was it meant to be a one-shot? As worded, it will trash itself. Doesn't feel awesome enough to be a $7 one-shot, or even a $6 one-shot. At $5 or less it compares favourably to Death Cart, giving a large amount of coin with possibility of trashing some Copper and getting some VP.
Banknote
Types: Treasure
Cost: $6
Worth $2. +1 Buy. If you have 4 or more differently named Treasures in play, +$2.
Concept: Silver that can be better than Gold, given variety.
Prosperity fit: Treasure, expensive.
Comments: The Treasure check feels very Cornucopish. Looks alright.
Reputation
Types: Treasure
Cost: $10*
Worth $4.
Unless in play, this costs $2 less per card costing $6 or more you have in play, but not less than $0.
Concept: Expensive treasure that gets cheaper when you have expensive cards in play.
Prosperity fit: Expensive, treasure.
Comments: Wording could use some work, but I think the concept is pretty good.
Silk Merchant
Types: Action
Cost: $5
+$2. You may trash two cards from your hand. If you do, +1 VP per token on the Trade Route mat.
Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.
Clarification: The Trade Route mat and tokens referred to by Silk Merchant are the same as those referred to by Trade Route. If both Trade Route and Silk Merchant are in the kingdom and/or Black Market deck, use only one token on each victory card pile.
Concept: +VP card that uses the Trade Route mechanic
Prosperity fit: VP tokens, interaction
Comments: Interaction is found in the Trade Route mechanic. I like the idea of using that for a new card. Makes a certain amount of thematic sense as well -- the more you've travelled along your trade route, the better your Silk Merchant does. Not quite sure if trashing is the right effect to go with the VP gaining though. Still, I like it.
Indulgence
Types: Treasure
Cost: $5
Worth $2. +1 Buy. When you play this, the player to your left names a card in the Supply costing between $3 and $6. If you buy that card this turn, +2VP.
Concept: Silver than can earn VP tokens if you listen to your opponent's "advice".
Prosperity fit: Treasure, VP tokens.
Comments: Silver with +Buy,
and you can get +2VP if you buy (presumably) the worst card on the board (costing between $3 and $6). Although it is just another version of Advisor/Contraband, I like it.
Smelter
Types: Action
Cost: $6
Reveal cards from your deck until you reveal an Action card, a Treasure card, and a Victory card. Trash an Action card, a Treasure card, and a Victory card from the revealed cards. If you do, gain 3 Golds.
Concept: Trash a variety of cards, gain a bunch of Gold.
Prosperity fit: Expensive, treasure interaction.
Comments: Feels more suitable for Cornucopia than Prosperity... OTOH, it only wants variety for the sake of erasing it.
Seems alright, but a bit... I don't know, messy? The mechanics of the card just don't click for me.
Rosary
Types: Treasure – Attack
Cost: $5
Worth $2. When you play this, each other player may trash a Treasure or Action card from his hand. If he does not, he gains 2 Coppers, putting one into his hand.
Concept: Treasure attack, copper junker.
Prosperity fit: Treasure, almost non-attack interaction
Comments: I generally don't like Treasure Attacks, and I generally don't like Copper junkers. With the former, the attack can't be too strong because Treasures (being non-terminal) are inherently spammable. With the latter, the problem is that the Copper pile doesn't scale with the number of piles and it often means an unending stream of junk. This card attempts both. The choice of trashing means that this "attack" is actually a friendly Cutpurse through most of the early game. It is still friendly when junking, because one Copper goes in hand. The Copper junk and the Cutpurse effect can still get annoying though. This is just crazy enough that I have no idea if the concept is any good. I kind of like it though.