DominionClick to exclude Dominion: MoneylenderClick to veto MoneylenderTrash a Copper from your hand. If you do, +3 coins.
Cost: 4 Coins
IntrigueClick to exclude Intrigue: HaremClick to veto Harem2 Coins
2 VP

Cost: 6 Coins
Shanty TownClick to veto Shanty Town+2 Actions
Reveal your hand. If you have no Action cards in hand, +2 Cards.
Cost: 3 Coins
Wishing WellClick to veto Wishing Well+1 Card
+1 Action

Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.
Cost: 3 Coins
SeasideClick to exclude Seaside: Native VillageClick to veto Native Village+2 Actions
Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game.
Cost: 2 Coins
CornucopiaClick to exclude Cornucopia: MenagerieClick to veto Menagerie+1 Action
Reveal your hand. If there are no duplicate cards in it, +3 Cards. Otherwise, +1 Card.
Cost: 3 Coins
HinterlandsClick to exclude Hinterlands: TraderClick to veto TraderTrash a card from your hand. Gain a number of Slivers equal to its cost in coins. When you would gain a card, you may reveal this from your hand. If you do, instead gain a Silver.
Cost: 4 Coins
Dark AgesClick to exclude Dark Ages: Band of MisfitsClick to veto Band of MisfitsPlay this as if it were an Action card in the Supply costing less than it that you choose. This is that card until it leaves play.
Cost: 5 Coins
Junk DealerClick to veto Junk Dealer+1 Card
+1 Action
+1 Coin

Trash a card from your hand.
Cost: 5 Coins
EmpiresClick to exclude Empires: CharmClick to veto CharmWhen you play this, choose one: +1 Buy and +2 Coins; or the next time you buy a card this turn, you may also gain a differently named card with the same cost.
Cost: 5 Coins
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