DominionClick to exclude Dominion: SmithyClick to veto Smithy+3 Cards
Cost: 4 Coins
IntrigueClick to exclude Intrigue: IronworksClick to veto IronworksGain a card costing up to 4. If it is an... Action card, +1 Action; Treasure card, +1 coin; Victory card, +1 Card.
Cost: 4 Coins
AlchemyClick to exclude Alchemy: HerbalistClick to veto Herbalist+1 Buy
+1 Coin

When you discard this from play, you may put one of your Treasures from play on top of your deck.
Cost: 2 Coins
HinterlandsClick to exclude Hinterlands: OasisClick to veto Oasis+1 Card
+1 Action
+1 Coin

Discard a card.
Cost: 3 Coins
Hinterlands Update PackClick to exclude Hinterlands Update Pack: TrailClick to veto Trail+1 Card
+1 Action

When you gain, trash, or discard this, other than in Clean-up, you may play it.
Cost: 4 Coins
GuildsClick to exclude Guilds: HeraldClick to veto Herald+1 Card
+1 Action

Reveal the top card of your deck. If it is an Action, play it. When you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck.
Cost: 4 Coins
AdventuresClick to exclude Adventures: Caravan GuardClick to veto Caravan Guard+1 Card
+1 Action

At the start of your next turn, +1 Coin. When another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.)
Cost: 3 Coins
RenaissanceClick to exclude Renaissance: RecruiterClick to veto Recruiter+2 Cards
Trash a card from your hand. +1 Villager per 1 Coin it costs.
Cost: 5 Coins
MenagerieClick to exclude Menagerie: GatekeeperClick to veto GatekeeperAt the start of your next turn, +3 Coins. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.
Cost: 5 Coins
AlliesClick to exclude Allies: SpecialistClick to veto SpecialistYou may play an Action or Treasure from your hand. Choose one: Play it again; or gain a copy of it.
Cost: 5 Coins
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