A powerful card but it misses the reshuffle it causes. The idea is that it's a bit of a "teacher" card - it seems like it's all upside but you'll start to notice you aren't playing the Anchor all that much.
Rules Clarification: If you don't set aside an Action, the card still stays in play and you get the +1 Buy at the start of your next turn
So this is a non-terminal +$4 this turn and next turn it is similiar to, but arguably better than, +1 Card +1 Action +1 Buy.
I don't see how this being a Duration compensates for such powerful effects (massive payload plus a village) and can easily imagine Colony games in which you often prefer this over Platinum.
It's not just that it's a Duration; it's actually guaranteed to miss the re-shuffle, along with whatever action card you play with it. I have no idea whether that's enough to compensate for the powerful effects or not, but it's an interesting idea.
That's not precise as it doesn't make any difference whether you set aside the Action card on T1 and then play it on T2 or draw into the Action card on T2 and then play it on T2. So Anchor is the only card can only be played every second turn but who cares, the card is super powerful:
If you have 2 in your deck they consistently net produce
+1 Action, +1 Buy, +$4 which is nearly the same as the net production of 2 Grand Markets (
+2 Buy, +4$).
I also think that this is the lower bound of its strength; even in a deck which contains many Anchors digging for an Action will usually (unless there are no good Action card in the Kingdoms) be better than
+1 Card. I like this design element though, it prevents a monocard strategy (but given that this card provides payload and Actions you need to only add terminal draw to have everything you need).
In short, a card which seems to be similar in strength to Grand Market cannot cost $5. Probably necessary to reduce this to +2$, +3$ is most likely still overpowered.