A little bit wordy, but I like it.
I don't think setting Schola aside is needed. Playing an expensive card via this seems nice, but you have to have them in hand together. Until that, Schola is dead. I prefer just buying the target card.
This looks like a Smuggler as it helps the second player. I like Smuggler. However, this kills some cards like Familiar. I just buy Falconers to play my opponent Sally's Familiar. She knows, so she never buys Familiar. In Smuggler games, you still want to buy a 5 or 6-cost card, because you may be able to re-Smuggle.
Compared to Innovation, this seems less attactive. Playing an Action card after buying something is only useful when it is also an Attack or earns more money. I prefer just buying that Attack.
Note: Avoiding a pointer to a pointer is an acceptable reason to write "non-Command".
Maybe too strong, but trash-for-benefit BoM is amazing idea. I like it.
Not bad.
"Before you played this" seems "before re-playing of this", which enables the leftmost General to replay itself. Is there a good way not to confuse players?
This cannot avoid loops. (But playing this with Ironworks is very attactive. I like it.)
Don't forget that some games don't have 2 or 3 cost Action cards in Supply. But not bad.
Wow! A Throne Room with an extra ability! I like Thrones!
Nice, but too overpowering. With Smithy, this is "+6 Cards".
A BoM with a Heirloom! Nice card, but I don't know when to go for it.
Nice card, but this often slows down games. I cannot decide which to let you play so fast.
Shadow Realm
Action/Command - $3
You may reveal an Action from your hand to play it, then play the Shadow card with the same cost, leaving it there.
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Setup: For each Action card cost present in the supply, set aside an extra non-command Action with that cost; these are the Shadow cards.
Wow, this is similar to Potion, as this enables you to access non-Supply cards. I like it.
Far less interesting than Inheritance. You usually have a few Estates when you inherit. You usually have at most one Duchy when you buy Civilization.
Setting aside 5 Coppers with Miser makes it terminal Platinum. Nice. Setting aside with YoP makes it Council Room when you first play YoP. ...I prefer just buying Council Rooms or something.
Zealot
Types: Action, Duration, Attack, Command
Cost: $4
At the start of your next turn, +1 Card, +1 Action, and +$1. Until your next turn, the first time each other player plays a card on their turn, they ignore its effect and may play a cheaper non-Command card sharing a type with it from the Supply, leaving it there.
This punishes engines too harsh. Some boards doesn't have cheap +Action cards. Enchantress is ok because it provides an incentive to gain more Action cards.
This week's winner is
Commodore Chuckles!
Gazbag is the 2nd place. Congraturations!