Maybe I should have commented on all the cards at once, but this sectioning off of posts seems better.
Somehow, there appears to be even less agreement this time around.
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.
This is terrifying with a single Curse in the trash. It becomes a SuperSea Hag for $5 that benefits you directly and can stack multiple curses on top of the deck of your opponents. And yeah, the political ruins thing too, I guess.
Miser
Types: Action
Cost: $4
Choose two: +$2; gain a Spoils from the Spoils pile; gain a Silver. (The choices must be different.)
I do agree that this smokes Explorer, but that's nothing a a balance adjustment can't fix. Or maybe, this is balanced and Explorer is just that weak. It's good, but does it belong in Dark Ages?
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.
Way better than Spy, but Spy ain't so great, so that's okay. It's awesome when it hits another Charter, but if you've used Herald, then you'd know that kind of collision doesn't just happen on it's own. The restrictive top-deck trashing lets this pass balance-wise, I think.
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.
Baron is fun, right? This merges Baron with Death Cart. Upon comparison
to Militia, this looks like it's best used as a defense against other looters. Perhaps this should just give $4? Seriously, this looks way worse than Militia.
Sacrifice
Types: Action
Cost: $5
Trash a card from your hand. If you do, +$2 and gain a Spoils from the Spoils pile.
Altar's other half. Simple, but in a refreshing way.
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.
Seems, uh, strong right now. I'm still not sure why Donald got rid of the ruins playing cards he tried out. Such a card might be entertaining in the end. Wording wise, this should get rid of the first-second-third notation and just say something like "play one of the 3 three times, play another one twice, and the last one once".
Astral Conqueror
Types: Action Attack Looter
Cost: $5
+$2. Each other player gains a Curse and a Ruins Each other player gains a Spoils from the Spoils pile. This cannot cause a player to gain the last Curse or Ruins in the Supply.
I agree that this slogs up the game so badly."last player" should just be "any player", no?
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 from the Spoils pile.
I like this one. This lets you gain spoils over silver when you'd prefer Spoils. That effect is meaningful with gainers. Can this trash a silver to top-deck a Spoils, or is this an Ironworks/Trader blue dog thing?
Junkyard (B)
Types: Action Victory
Cost: $5
Choose one: Trash a card from your hand; gain up to 2 cards from the trash with a total cost of up to $5 and trash this.
Worth 1 VP for every 3 Victory cards in the trash.
Like with Cemetery above, you're just helping everyone by trashing VP cards. Or, you're undoing your opponent's efforts by removing Duchies and Estates from there. At least they got to trash stuff.
Alehouse
Types: Action
Cost: $3
When you trash a card this turn, +1 Action, discard a card, +1 Card, and you may gain a card costing less than the trashed card. Trash a card from your hand or from play.
Turns every trasher into a non-terminal, sifting trasher, or sifting village, or super village in the case of Chapel, Right? If you 4 trash cards simultaneously with Chapel, do you get the benefit 4 times?
Ignoble Brigand
Types: Action Attack Looter
Cost: $4
+$1. You may trash a Treasure from your hand. Each other player may discard a Treasure. If he doesn't, he gains a Ruins.
I really like this one. A player on the receiving end of this may still be willing to take a ruins if it means he or she also gets a gold, because ruins aren't THAT bad. The trashing that the attacker gets may be good enough bonus to make this competitive.
Junkyard (C)
Types: Action
Cost: $4
Trash a card from your hand. Gain a card costing exactly $1 more than it, putting it into your hand.
When you trash this, trash a card from your hand. Gain a card costing exactly $1 less than it.
So you can more-or-less use this to develop another copy of this. That's neat. I dig it.
Heretic
Types: Action Reaction
Cost: $5
Trash a card from your hand. Choose one: +1 Card per $ it costs; or +$ equal to its cost.
When one of your cards is trashed, you may trash this from your hand. If you do, put the trashed card into your hand.
An Apprentice/Salvager hybrid. With 2 copies of these, you can trash a Province for high payload and keep the Province. I'd be happy to use this a bunch in DA heavy games.
Iron Maiden
Types: Action Attack Looter
Cost: $4
+$2. Each other player with 5 or more cards in hand discards a card. If it is an
Action card, he gains a Copper; Treasure card, he gains a Ruins; Victory card, he gains a Curse. He puts the gained card into his hand.
When you trash this, you may trash up to 2 cards from your hand.
Powerful, but not too powerful, I don't think, with the card going into the hand. As mentioned before, it can be block by discarding a curse like you can for Mountebank. It's even better here because it keeps you safe from all future Iron Maiden attacks until your next turn. Alright!
Satan's Workshop
Types: Action Attack
Cost: $5
Gain a card costing up to the number of Fire tokens in your Satan Pit. Each other player may reveal a hand with 2 or fewer Treasures. If nobody does, put a Fire token in your Satan Pit. Each other player gains a Copper, putting it into his hand.
When you would trash this, set it aside. If you do, at the beginning of your next Buy phase, +1 Buy, +$1 per token in your Satan Pit, and put this into the trash.
Setup: Each player puts 2 Fire tokens in his Satan Pit.
I get that each player has to take a Copper for this to work, but that also leads to second-third-fourth player advantage, where your play of it gives you no tokens, but gives the next person to play it a token.
Bargain
Types: Reaction
Cost: $1
When you would gain a card, you may discard this. If you do, instead, gain a card costing exactly $1 more than it.
...Do I know you from somewhere. Good with gainers and tfb-gainers, and yay it costs $1 like those other DA cards. Somehow, it manages to charm me. I play a Rats and then reveal this to get a Lab instead of a Rats.
Soldier
Types: Action Attack
Cost: $3
+1 Card. +1 Action. Each player trashes a Copper card from his hand (or reveals a hand without Copper). You may trash this. If you do, gain a Mercenary from the Mercenary pile if there are 4 or more Treasues in the trash; or gain a Madman from the Madman pile if there are 2 or more Soldiers in the trash.
Clarification: If there are 4 Treasures and 2 Soldiers in the trash, you choose whether to gain a Mercenary or a Madman.
Do I want a Badass, or a PTSD psycho. Both options seem good.
Archaeologist
Types: Action Looter
Cost: $5
+1 Card. +1 Action. You may trash the top card of the Ruins pile.
While this card is in play, when you play an Action card, play a copy of the top card of the Ruins pile.
I thought this was Hatter when I first read it. Wording issues aside, this can be absurd with the right ruins on top, but then this is countered by itself. Another player can just use these to empty the ruins pile. Interesting.
Stronghold
Types: Victory
Cost: $6
Worth 1 VP for every 2 Spoils in your deck (rounded down).
When you gain this, gain 3 Spoils from the Spoils pile.
The VP part seems really weak, though the gaining 3 spoils thing has some value under the right circumstance
Garrison
Types: Action Reaction
Cost: $3
Trash a card from your hand. For each $2 that it costs (rounded down), gain a Spoils from the Spoils pile.
When a player trashes a card, you may reveal this from your hand and gain the trashed card. If you do, discard this.
Clarification: If multiple players reveal a Garrison, the Garrison of the player who trashed the card gets resolved first, the other players follow in turn order. Later players can't gain the card due to losing track; Garrison can only gain the card if it is still in the trash.
Don't trash that Province with Salvager! Though perhaps one of the most evil cards I've seen (it can steal Fortresses) I like its possible interactions with other DA cards. However, others have pointed out how bad this can be for gameplay. That's a shame.
Raid
Types: Action Looter
Cost: $3
Choose one: Play and trash up to 2 Action cards from your hand; or gain any number of Action cards from the trash costing up to $3 and play them in any order.
When you trash this, each other player gains a Ruins.
The on-play seems good, but it's nature isn't so good for activating the on-trash effect of this, since these stack poorly. But, there are other ways to trash cards, and it doesn't need the on trash at all to work.
Surveyor
Types: Action Reaction
Cost: $4
+1 Action. You may trash a Victory card from your hand. If you do, gain two Treasures each costing exactly $1 more than it, putting one on top of your deck.
When another player buys a Victory card, you may set this aside from your hand. If you do, at the start of your next turn, return this to your hand and gain an Estate, putting it into your hand.
Similar to Cultivate, but it works one way and gets you 2 treasures. Has a neat little reaction to help it along, too.
Smelter (B)
Types: Action Reaction
Cost: $3
You may trash a card from your hand. If you trash an
Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
When you trash a card you may discard this from your hand. If you go, gain a card costing less than the trashed card.
A slow trasher, but it has a reaction that synergizes with other Smelters. I find it decent.
Condottiero
Types: Action Attack Looter
Cost: $4
+2 Buys. +$2. Each player (including you) may discard a Treasure. If he does, he puts his deck into his discard pile and immediately reshuffles. Each other player gains a Ruins.
Clarification: Each other player gaining a Ruins is not contingent on whether or not he discards; it just always happens after the discard and shuffling effects.
When you trash this, look through your discard pile. You may trash up to 2 cards from your discard pile or hand.
It adds the universal Chancellor effect option to soften the blow. it should benefit the attacker more than Marauder, so this is very strong. It could work, though.
Angry Mob
Types: Action Attack Looter
Cost: $4
+1 Action. +1 Buy. Each player gains a Ruins, putting it into his hand.
While this is in play, when you buy a Ruins, you may trash this. If you do, gain a Mob Boss from the Mob Boss pile.
Mob Boss
Types: Action
Cost: $0*
+1 Buy. Reveal your hand. For each Ruins revealed, +1 Card and +$1. You may return a Ruins from your hand to the Supply. If you do, +1 Action. (This is not in the Supply.)
That Mob Boss is really neat, though too easy to get. You'll want that extra ruins once you have the Boss, and everyone can easily get a Boss of their own (well, not if there is only 5). So, Angry Mob is more of a fun game changer than an attack.
Charter (B)
Types: Treasure Attack Looter
Cost: $5
Worth $2. When you play this, each other player gains a Ruins, putting it into his hand.
That's one mean charter! A straightforward attack that makes use of Ruins junking to become non-terminal. A decent balance twist on a junker.
Danse Macabre
Types: Action
Cost: $4
You may play an Action from your hand for none of its effects. If you do, +4 Cards and +1 Action.
When you buy this, trash it.
When you trash this, gain 2 cheaper cards of different costs.
You can't even gain this without a gainer. And can you even trash a card before gaining it? When you can get it in your deck, it's just so strong, turning itself and another action card (even a Ruins or the gainer you used to get it) into a Lab. That random trash effect isn't worth having an awkward second horizontal line for, but others have suggested wording tweaks.
Garderobe
Types: Action Looter
Cost: $2
+1 Action. +$2. Gain a Ruins, putting it into your hand. You may play an Action card from your hand costing up to $3.
How strong/weak is this? Either way, I find it quite interesting.
Drug
Types: Action Victory Looter
Cost: $5
+1 Card. +1 Action. +$1. You may gain a Ruins. If you do, +1 Card. You may gain a Ruins. If you do, +1 Action.
Worth 3 VP if every other player has fewer Ruins than you.
Ruins-Hamlet. Adds another layer of strategy to the game, and it's a fine one too. Everyone loves Ruins, or at least they want to love Ruins. Why can't Ruins just stay bad for the rest of Dominion's days?
Street Sweeper
Types: Action Looter
Cost: $4
+2 Cards. +1 Action. Trash a card.
When you trash this, gain a Ruins.
Even if this costed $5 and discarded first, it would still be way stronger than Junk Dealer,and Junk Dealer is already so good. +1 card is just going to be better than +$1 on a non-terminal most of the time. Naturally, you use this like you would Junk Dealer, not like you would Lab. With that in mind, the on-trash penalty is nothing to really be concerned about.
Blood Feud
Types:
Action Attack Looter
Cost: $4
Choose one: +1 Action, +$1, and each player (including you) gains a Ruins, putting it in his hand; or reveal up to 3 cards from your hand, play the revealed Action cards in any order, then trash all the revealed cards.
Hehe, this one looks so cool. They work well together when they collide too; The first one puts a Ruins in your hand, and the second one trashes it. Playing Procession with this sounds like something I'd like to try, though that might just end in a big mess.
Barrister
Types: Action Attack
Cost: $5
+2 Cards. Each player (including you) reveals the top 2 cards of his deck; you may choose a revealed Treasure for him to trash. He discards the rest. You may gain a Treasure from the trash.
Setup: Replace one of each player's starting Coppers with a Claim.
Claim
Types: Treasure
Cost: $0
Worth $1. When you play this, look through your discard pile. You may trash a Claim from your discard pile or hand. If you do, gain a Gold, putting it into your hand.
Clarification: In a 6-player game, the starting player does not replace a Copper with a Claim.
So this fixes Thief, and introduces cute little Claims that can turn into Gold. That's nothing major. It's just a little extra something that adds to Barrister's charm.
Mendicant
Types: Action Looter
Cost: $2
+1 Card. +1 Action. Gain a Ruins, putting it into your hand. You may play any number of Ruins from your hand. If you played two or more, +1 Card.
Garderobe's cousin. May need some balancing work. Whether you like this or not all depends about how you feel about RtB (Ruiins for Benefit).