Lunar Ritual
This turn, you may play Action cards as Night cards.
$4
Event
It's like Mission, except for all the ways that it's not. Please tell me if you can see any broken combos; I know that a gainer + Villa/Calvary lets you Champion for a turn at the cost of $4 but I don't think that should be a problem because it is limited by the size of the Villa/Calvary pile, and I suspect that any case where this lets you drain the supply in a single turn already had that property without the presence of Lunar Ritual so long as Villa was the enabler. I would appreciate feedback on both this particular aspect and the card in general.
This is a wonderful card and I'm pulling for it to win this contest. It's such a simple concept with some really interesting implications. I agree strongly with D782802859's comment to rephrase it like:
You may play actions during the Night phase this turn
If you do this, there actually isn't any broken Champion combos. Becuase if you return to your action phase, you still need actions to play all your action cards. And once you hit your night phase, there's no way to return to your action phase.
My only criticism is about price. I believe that you could price this lower.
If you buy this event, it means you have Action cards to play during your night Phase.
If you have Action cards to play during your night phase, it means you weren't able to play them during your Action phase.
If you weren't able to play Action cards during your Action phase, it's likely that your total payload was lower than you wanted.
If your total payload was smaller, using a buy has a much bigger impact, considering you can't buy anything else when you play your Action cards in your night phase.
Essentially, I believe that the fact that this costs a buy is the most expensive part of this card, rather than it's actual cost. I think it would be balanced (and more fun) to price it lower.
I'm thinking $3, possibly $2.
My gut says $2 would still not be broken, and thus the best pricing.
Replicate - Treasure, $6 cost.
$1
When you play this, you may play an Action from your hand, changing its +Card amounts into + $. You may gain a copy of it.
We can do Disciple on a Treasure can't we? You aren't gaining copies of itself, and here +card amounts are chameleoned to help slow cycling and the times you play it. Hopefully the $6 cost and the $1 worth are roughly right for balance.
I am thinking that this card doesn't need the $1 to be balanced, and for simplicity I would consider removing it. Non terminally gaining a copy of a card is pretty powerful, as is Chameleoning a collided terminal. This is great.