So probably if these work out I will put them in Enterprise, but they seem like they should be in their own thread, at least at first.
I'm trying to make some cards that change the rules in Dominion in minor ways, much like twists in Nefarious. Like Events, they'd be landscape cards. But you don't buy them; they're just always active for everybody. Basically they're like the bottom half of Duchess or a lot of the cards in Fragasnap's Greed expansion. Ideally they're things that either wouldn't work as Events, or at least wouldn't work nearly as well if they were Events. It's possible that Donald will do stuff like this one day, but probably that day is pretty far off if it ever arrives at all.
As much as possible I'm sticking to optional bonuses for these cards, so that you're not cheating if you forget them. It's easy to forget stuff like "Silver costs $1 less this game" for the purposes of Remodel, etc. I'm not totally ruling things like that out, but for now I'm shying away from them.
Apologies that none of these have been tested yet. I'm posting them here partly to get a general reaction (you like/dislike the idea) and also so others can point out if some of these have game-ruining combinations with existing cards (e.g. Fortress). Of course I'm also happy to discuss individual Edicts.
This is a good idea, and you should feel good. A nice concept that I feel should not be that powerful, but instead be more subtle in usage. I will read some of these ideas and then offer my opinions on them, afterwards giving a few ideas of my own.
Charity: Edict
At the start of your Buy phase, you may reveal a hand with no Treasures. If you did, gain a Gold, putting it into your hand.
I very much like this one. There are some neat combos you can do with say, Warehouse for example to discard all your treasures, gaining a Gold, and it gets harder to get more Gold as time goes on, because it pretty much balances itself.
Commerce: Edict
When you shuffle during your Clean-up phase, you may add a Silver from the Supply to your deck (shuffling it in).
This can easily be very strong in the beginning of the game, speeding up development and making it easier to it $7 and $6, let alone getting multiple $5 costs, all by simply opening Silver/Silver. I think this Edict can kind of ruins the magic of openings, though it's not a terrible idea in itself. I mean, I could get used to it. Opening double terminal with silver gain is very strong, and anyone can do it, and it's not every game either, because it's an Edict. It might very well be fine.
Coordination: Edict
At the start of each of your turns: +1 Action
Another simple Edict that I like in theory, but in practice, I think it might not work as well. I like being forced to play one of two terminals, it makes things interesting.
Industry: Edict
Once per turn, when you play an Action card, you may draw 3 cards instead of following its instructions.
Buy mass Hamlet, game over. This is ludicrously broken, and should not exist in it's current state.
Prudence: Edict
At the start of Clean-up, you may put any number of cards from your hand on top of your deck.
Cute, like a Haunted Woods attack on yourself, with no chance of collisions hurting you at all. Again, it's a bit brokenly good. I'd maybe put a limit on how much you can top deck, and maybe put a spending limit on it, saying you should spend $1 for a top deck, but then it's Dominion Adventures events.
Tyranny: Edict
Once per turn, after you resolve a non-Duration Action card, if it's still in play, you may play it again. If you did, trash it.
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Mixed feelings on this card, honestly. On one hand, the tradeoff might be discouraging. On the other hand, it can be crazy good, like in a Torturer game for example, especially if there's plus buy so you can build up a net gain while screwing your opponent to the floor. But I think it could be nice, it rewards overbuilding.
Okay, a couple suggestions of my own.
Pauper: Edict
When in your buy phase, any action card in your hand may be played. Per action card played, $

.
This makes some interesting decisions, on whether to play your Smithy now and hope for more money or cash it in now, for example. And sure, it makes Vineyards that much better, but it is brokenly good to begin with, so eh. I guess this card knocks BM further along into obscurity, which is sad because I
like BM.
Epicurian: Edict
All action cards cost $

more for the duration of this game.
I doubt this would make it to any sort of second round, but it does make some interesting decisions viable here. It makes engines harder to build.