+1

I'll do what most people probably do -- focus on the top 10 and bottom 10.



KC > Rebuild

My gut still says Cultist > Monty, but really unsure

Ambassador should be higher

Goons is super awesome but should be a bit lower, because it's nothing more than a Militia or Monument in some circumstances, and is ignorable more often than, say, Masq

Scrying Pool should be way higher

I would put Masq > Wharf, but would not fight over it (my main problem with Wharf is that it needs Throne Rooms or villages to really make it powerful, whereas Masq does it's magic just by itself, but I digress)



I would put Transmute and Adventurer as the bottom 2 cards. I never buy those. Like ever. Like, I have played thousands of games since Goko, and have probably bought each maaaaaybe 1 time. I know I've bought Scout at least a handful of times.

Secret Chamber should be higher, as in above Feast and Stash etc. It (kind of) shines in several scenarios -- Scrying Pool, Knights, Swindler. (I know, all cards can shine given the right circumstances; it just seems like SC shines in more oddball situations than it would appear to at first glance.)



As for the other 250 cards... ya they look about right.



EDIT:

I'm somewhat digressing here, but I guess I feel that cards that need other cards to truly be powerful/activated, are overrated. Take Torturer for example. 1 Torturer is not going to do much. It's when you can play 3 or 4 per turn when it truly gets powerful. But in order to do that, you need other village support. I could make a similar statement about Goons or Wharf. Don't get me wrong -- these are all wonderful cards. They just need other things to make them truly shine. By contrast, Chapel, Masq, Governor, etc. don't need much else to "maximize" their effect, and for that reason, I tend to regard these as probably better than they actually are. My 2 cents. Carry on.