iPhone -- Isn't this card pretty much inconsequential? You play it as a cantrip, so it doesn't clog this hand up at all. You draw 1 fewer card in clean-up phase but then you get to add this back to your hand at the start or your next turn, so you are back at 5 cards. The main thing it does is prevent you from ever using reactions, which doesn't even matter on many boards. In fact, it even softens the blow of discard attacks by keeping your hand at 4 during others' turns.
Car Insurance -- Having trouble parsing this on the first read through. Hmm... The drawback seems to be that it makes you discard treasures. Alternatively, you can just trash it. So why wouldn't you do that? Maybe you want to keep it around for the reaction, which lets you recover cards that you trash, but that comes with a Debt card. I don't see that reaction being particularly useful even in ideal cases (read: TfB) because of that extra junk card. So... this is just a shelter that disappears immediately?
I suppose that these issues don't actually matter much because, being shelters, everybody should get the same benefit. Right? Do these still replace Estates like the DA Shelters? What happens if you are using both this set and DA?
OCD -- is its inclusion optional?
Oil Field -- Is the Setup rule supposed to mean that the game ends when the Oil Field pile is empty? Not sure if this card works at all... The first one costs $6 for what amounts to a half-Harem. The second one turns them into Harems for $8... and then they grow more. The problem is that the cost balloons quickly. The third copy is $10 and the fourth is $12. To empty the pile, it costs $20. That's ridiculously high. I don't know, maybe it works out. How do you think it would actually play?
Loan -- there is already an official card with that name. Other than that, I am not sure what to make of it. Death Cart can also be one-shot +$5, but it's a terminal action (negative) and it can be kept in your deck by trashing an action card (positive). Loan gives you 3 Debts whereas Death Cart gives you 2 Ruins (which you can trash anyway). I suppose DC has enough going on that it earns the $4 cost. Still, I expect Loan is too powerful for $0... note that the on-gain effect of topdecking a Silver or better is often a bonus, because you were using a buy on the $0 Loan anyway.
Outsource -- doesn't feel cohesive. Procession with cost reduction instead of a card gain?
Health Insurance -- useless with no curser on the board.
Job Creator -- So if I play this and my opponent reveals a hand of 5 Silver, they have to trash them? ALL of them?!
Facebook -- This has so many issues...
- slows the game down to a crawl (intentionally making fun of Facebook?)
- extremely political
- some difficulty in tracking votes (without pen and paper) with more than 2 players
- what happens if there is a tie (which is very likely with 2p, and even with more players since the "winner" gets +1VP)?
Twitter/Tweet -- Tweets are basically Confusion cards. Meh. It doesn't add enough to the game to warrant a stack of Tweets just to accommodate 5 cards.
Amazon -- cheaper Worker's Village, except you have to wait a bit for those cards to be "delivered". Very cute.
Internet -- Really weird. Super weak as well... and is there something I'm missing about this set? What if Amazon and Twitter/Facebook aren't in the supply? There seem to be several cards tied into other cards.
Power Outage -- Not sure if you realize it, but this is a next-turn village even if you discard it from play, and it avoids the self-trashing then because of lose-track. It just gets harder to track that way. Duration effects still kick in next turn whether the card is still in play or not. Interesting concept. Not sure how it would play in practice. Ignoring the village effect, this just delays others' engines for a turn, which could actually be a very useful effect.
Apartment -- So this is another $4 2VP card, where you can choose to play it as a cantrip at the cost of a Debt card. Probably fine? Not super exciting.
Football -- Seems quite swingy and exacerbates first player advantage. You would want it for the trashing. But the first player probably plays it first, and in that case it has a good chance of trashing others' Footballs. To add insult to injury, he gets VP for it! The Library clause doesn't make sense to me; I must be missing some sort of joke there.
On the conflict with rules -- I play Football, then Upgrade a Potion, Upgrade says I have to gain a $5 card. If Duchies and Upgrades are all gone, I have to gain a Library. Except I can't. So there's a conflict here that needs a ruling via FAQ. But again, I'm not seeing the connection between Football and Library. It seems completely random and not worth the card space.
Master's Degree -- comes with Debt, but otherwise is TR with a bonus. Not that interesting.
Bomb Shelter -- it's a Moat with 1VP instead of draw... I think I prefer the draw most of the time, if at all. I suppose you don't want to cost it at $2 because then it's strictly better than Estate, but Estate is a junk card anyway. Maybe make it $2 instead so that you have a real reason to want to buy this even on boards with no attacks.
United Nations -- kind of like Lighthouse, but a next-turn village instead of now-and-next Copper, and there's a way to break through the protection. Lighthouse is probably better a lot of the time, but next-turn village can make a big difference on some boards. Pretty interesting.
House -- it's a bit awkward to put a cap on how much you can overpay (and note that overpay cards have + in the cost, not *). I would suggest rewording it like this:
House
$2+ - Victory
2VP
When you buy this, you may overpay for it. Gain 2 Debt cards, putting them into your hand. For each $1 you overpaid, return a Debt card from your hand to the Supply.
This brings up an issue that also seems to be present in many other cards in the set -- which of these cards are in the supply, and which are not? I mean, in many places it seems that Debt is part of the Supply, but then what happens with House if Debt wasn't selected in a random game?
Insider -- looks relatively weak. Trash to junk others -- that's mostly worse than Ambassador. You may gain a Victory card... but you don't really want Duchies until late game, and you probably don't want to lose a $4 card for it. You can't even gain a Province without trashing a $7 card, which is big cost to pay.
Gas Station -- You can simplify it by saying, "Do this twice: ". Extremely powerful, but it can run out of fodder pretty quickly. Not sure how it would play, but it's fairly interesting.
Val-U Sav Card -- How is this related to Tweets at all? This is a cost increaser, which is a problematic concept. With a few of these in play, it can completely pin other players from buying anything ever again.