Well, here's roughly the first half. Cultivate - Smelter(A). I'll comment on the rest another time.
Cultivate
Types: Action Victory
Cost: $5
+1 Action. Choose one: Trash a Victory card from your hand and gain a Treasure card costing up to $1 more; or trash a Treasure card from your hand and gain a Victory card costing up to $2 more.
This is worth 3 VP if there are at least 4 differently named Victory cards in the trash; otherwise it's worth 1 VP.
This is interesting. It looks like it would be nice for turning Estates into Silver, and later for turning Treasures into the Victory cards. I feel like getting the bonus VP will be rare though. Unless there is (another) alt-VP card, someone needs to trash a Province. The only way this would be an advantage is if I have at least 3 Cultivates more than my nearest competitor. And even then, we break even on points. If I'm trashing that Province with some awesome TfB card it could be worth it, but if I'm using a Cultivate, I would probably rather turn a Treasure into a VP card. Still, this seems like an interesting card. I would probably make but gains "up to $2 more"; in most games it won't matter, but it will provide more interaction with kingdom victory/treasure cards. (After my first reading, I thought you could trash a Harem and gain two Harem. Now I see that it doesn't work that way.)
Cemetery
Types: Victory
Cost: $5
Worth 2 VP plus 1 VP for every 2 differently named Action cards in the trash.
When you gain this, trash a card from your hand other than a Cemetery.
Someone else has mentioned this, but why shouldn't I be able to trash a Cemetery? Anyhow, I am OK with the idea here, but I'm not confident that this implementation will play well. The number of differently named Action cards in the trash is a shared variable. I don't want to trash my precious, precious Action cards unless I am confident that I will benefit (substantially) more than my opponent(s). That is, not until I have clearly won the split by a decent margin. But at that point, the on-gain trashing is too late.
Patrol
Types: Action Reaction
Cost: $3
Discard any number of cards. Draw until you have 5 cards in hand.
When you discard a card from your hand other than during a Clean-up phase, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
My gut feeling is that the above-the-line is really, really strong. I suppose in some ways it is similar to Minion, but terminal and without the attack. But it draws one additional card and allows you to hold on to good cards. I feel like Patrol would be amazing at pairing up key cards. Definitely feels like a powerful terminal draw/sifter for $3. And that's before coming to the below-the-line effect. The discarding is atomic, which helps to temper this a bit as AJD pointed out. Still, you are tacking light trashing onto an already powerful terminal draw? All for $3? I dunno, maybe I'm wrong and this isn't as powerful as it seems. Overall, I like the above-the-line effect, even if I'm unsure of the power.
Model Village
Types: Action
Cost: $4
+1 Card. +2 Actions.
When you trash this, you may trash a card from your hand. If you do, gain a card costing up to $2 more than it.
Feels odd that a Model Village costs more than a Village. Maybe it is in the sense of a model citizen? Or an entire town full of guys from Calvin Klein ads? Feels a little too similar to Fortress. Fortress was already a little iffy since it is only an overpriced Village when there is no trashing, but its trash effect is so unique that many of us let it slide. This effect feels less unique and special. I mean, it just gives a free play of Remodel if you happen to trash it.
Tribal Man
Types: Action
Cost: $5
Gain a Spoils. Reveal cards from your deck until you reveal an Action card. Choose one: Put the card into your hand; or play the Action, trash it, and gain a card costing less than it.
When you trash this, gain an Action card costing at most $5 that is not a Tribal Man.
I'm going to assume that the other revealed cards get discarded, although I'm not sure if it is before my choice or after. This seems really powerful with Counting House or Tunnel. I mean, these guys are way easier to get than Golems. But Counting House could use a good support card. And the Tunnel thing isn't so terrible, since you'd have no other Actions in your deck. Seems neat, I guess.
Disciple
Types: Action
Cost: $4
Look through your discard pile. You may reveal a Tresaure from it and put it into your hand. You may trash this and another copy of Disciple from your hand. If you do trash two Disciples, gain a Savior from the Savior pile.
Savior
Types: Action
Cost: 0*
+1 Action. You may put your deck into your discard pile. Look through your discard pile and put a card from it into your hand. You may return this to the Savior pile. If you do, play an Action card from your hand three times. (This is not in the Supply.)
So another take on Demonic Tutor. This time it looks to me like it may work, since it is already tricky to get that Savior. Definitely swingy, but I could see this being pretty fun.
Renovate
Type: Action
Cost: $4
Trash a card from your hand. You may gain a card costing up to $1 more than the trashed card, putting it into your hand. If it is an Action card, play it.
I don't like the idea of gaining Nomad Camp to your hand. Also, what happens when I play this while Possessed. My opponent gains the card, but I still play it? Oh, I suppose "it is an Action card" is automatically false, but standard Blue Dog reasons. The idea seems fine.
Brick
Types: Treasure
Cost: $5
Worth $1. When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it.
When you trash this, gain a Copper, putting it into your hand.
As mentioned, there are annoying tracking issues. But otherwise seems fine. Interesting that it can always at least trash itself into a Copper, which makes playing it less risky.
Bricklayer
Types: Action
Cost: $4
Trash any number of differently named cards from your hand. +1 Card per card trashed.
Seems pretty niche. I mean, how often do I want to trash more than Estate, Copper, and maybe Curse? I guess it interacts with Ruins and Shelters. Trashing a Copper and Estate, plus drawing two cards, is pretty nice early on.
Deathmonger
Types: Action Reaction
Cost: $3
Trash the top card of your deck. You may trash the top card of your deck.
When any player (including you) trashes cards, you may reveal this from your hand. If you do, that player puts the trashed cards into his hand.
I really don't like this, personally. It just interferes with too many cards.
Carpenter
Types: Action
Cost: $5
Trash a card from your hand and gain a cheaper card, putting it into your hand. +$ equal to the cost in coins of the gained card.
When you trash this during your Action phase, +1 Action.
Again, I don't like gaining Nomad Camp to your hand. That said, I'm just not sure that you need to put the game card into your hand. This feels similar to Salvager, except that you don't want to trash cheap cards with it. Then gain sort of makes up for the lack of +buy, except it does prevent trashing a Province and then buying two. Maybe gaining to hand helps make up for not wanting to trash Estates otherwise.
Necromancy
Types: Action Attack
Cost: $5
Choose one: Gain an Action or Treasure card from the trash, putting it into your hand. Play it immediately. At the end of the turn, trash that card; or each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.
When you gain this, you may trash a card costing up to $6 from the Supply if there is not a copy of it in the trash.
Again with gaining Nomad Camp to your hand. And treasures during the action phase. And is there a blue dog issue this time with Possession? I'm not entirely sure, but I hope so since I certainly don't want to play a card from someone else's discard. Oh, ugh, and this lets you play one-shots out of the trash over and over? Those were one shots for a reason. I feel like a much cleaner implementation of this idea would be to copy Band of Misfits' wording, but limit the scope to "Action in the trash" rather than "Action costing less in the Supply".
Ravage
Types: Action Attack Looter
Cost: $5
You may discard a card. If you do, +1 Action. Each other player with 3 or more cards in hand reveals his hand and discards the card with the highest cost in coins (you choose in a tie). If he discarded a Victory card, he gains a Ruins, putting it into his hand.
This feels like a reusable Pillage. I feel that if they manage to have a Victory card be the priciest, then that should offer them some respite, rather than being hit with a Ruins. And this brutal attack is nonterminal by discarding a card?
Junkyard (A)
Types: Action Looter
Cost: $5
+1 Action. You may gain a Ruins, putting it into your hand. Discard any number of cards. +1 Card per card discarded. +1 Card per Action card discarded. You may trash this.
When you trash this, +2 Cards.
Even ignoring the Ruins, an Action dense deck would love these. Play a few of these, and you will have your whole deck drawn quickly I suspect. I like it.
Mortuary
Types: Action
Cost: $5
+1 Action. Look through your discard pile. You may trash a card from your discard pile or hand.
While this is in play, when you trash a card costing $2 or more, +1 Card.
This seems neat, but could probably cost $4, no? I mean, in most games I don't want to trash any cards costing $2 or more, aside from just my three Estates.
Pact
Type: Treasure
Cost: $2
Worth $0. When you play this, trash it. For each Pact in the trash, gain a Spoils, putting it into your hand.
When you buy a Pact, each player gains a copry of it (you get 2 copies total).
This pretty quickly balloons into being worthy a bajillion coins. I guess the tension is that you won't want to play them, else your opponents' Pacts are stronger? Man, I'd love to be the one to nab Sir Martin on an otherwise buyless board. Why does it cost so little?
Ferret
Types: Action
Cost: $4
You may trash this. If you do, +$ equal to the cost in coins of an Action card in the trash that you choose.
While this is in play, when you buy a card, gain a Ferret from the Supply or trash.
This pretty quickly becomes a one-shot terminal +$4, with potential for more. Donald X. originally made Feast a one-shot terminal Gold, and he says it was boring because the right play was almost always to open Feast and trash it to buy Gold. I'm afraid that you would just do the same with Ferret.
Incendiarist
Types: Action Attack Looter
Cost: $5
You may trash a card from your hand. If it is an
Action card, each other player gains a Ruins; Treasure card, gain a Spoils; Victory card, each other player gains a Curse.
This card is interesting. In some games no one will ever burn an Action card, but if someone does then the Ruins will spread like wildfire as every burns them up sending out even more! I suppose it would be a bit tamer in two player. The Curse option would also play different depending on the number of players. Usually you'd only want to burn Estates, and so the amount of kindle depends on the number of players. In two players, you unlikely to ever receive more than 2 or 3 Curses, while in a four player game you could gain upwards of 9 Curses. Copper for Spoils is neat.
Priestcraft
Types: Action Attack
Cost: $5
+$2. Choose one: Trash a card from your hand; or choose a card in the trash and each other player gains a copy of that card, putting it on top of his deck.
I liked this card when I first read it, but after some thought I feel like this will just be a Copper junker in most games. The Copper pile is so deep in two player game that it just wouldn't be fun, in my opinion. In four player games, on the other hand, this has potential to cause very rapid pile depletion, rather like Ambassador does now.
Miser
Types: Action
Cost: $4
Choose two: +$2; gain a Spoils; gain a Silver. (The choices must be different.)
I like this. Simple.
Charter (A)
Types: Action
Cost: $4
+1 Card. +1 Action. Trash the top card of your deck. You may gain a card from the trash.
When you trash this, +2 Cards.
This doesn't solve the problem of putting good cards into the trash. Unless there is something else putting good cards in the trash, this pretty much boils down to "Cantrip. Look at the top card of your deck; trash it or discard it." I guess it triggers on-trash, and can possibly pick up an Estate in the end game. It's not so bad I guess, particularly when played with lots of DA cards.
Robber Baron
Types: Action Attack Looter
Cost: $4
You may discard a Ruins. If you do, +$3 and each other player discards down to 3 cards in hand. Otherwise, gain a Ruins.
When you gain this, gain 2 Ruins.
Haha, love the name. This seems like a nice card.
Sacrifice
Types: Action
Cost: $5
Trash a card from your hand. If you do, +$2 and gain a Spoils.
Seems alright, but this could maybe be a $4 card? Maybe I'm wrong. Feels a tad weak for $5. Seems a little bit similar to Trading Post.
King of the Slums
Types: Action Looter
Cost: $5
Look at the top 3 cards of the Ruins pile. Gain any number of them, putting them into your hand. Put the rest back in any order. Choose up to 3 Ruins from your hand. Play the first one three times, the second one twice, and the third one once.
Cute, but I just don't feel like I'd want to use this card often.
Astral Conqueror
Types: Action Attack Looter
Cost: $5
+$2. Each other player gains a Curse, a Ruins, and a Spoils. This cannot cause the last player to gain the last Curse or Ruins in the Supply.
Ouch that's a lot of junk. Who is the "last player"? I'm confused about that whole sentence. This just feels like too much junk in your deck though. The Spoils don't persist in your deck to counteract the flood. Maybe give people Silver or Gold instead of Spoils? Did you only write Spoils because of the theme, or did you really want it to disappear?
Smelter (A)
Types: Action Reaction
Cost: $3
+1 Action. Trash a card from your hand. Gain a card of equal cost, putting it on top of your deck.
When you would gain a Silver, you may reveal this from your hand. If you do, instead, gain a Spoils.
Wowzers! Masterpiece giving Spoils? Trader giving Spoils? Seems like Smelting the penultimate Province before buying the ultimate one would be a strong play.