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[Dominion] Gold Mine Card Guide - Cantrip + Gold Gain

Rising Sun Gold Mine. Cost 5 Action. +1 Card +1 Action +1 Buy + optionally gain a Gold and take 4 Debt.

Gold Mine

Basic Info

  • Type: Action
  • Cost: 5
  • Effect: +1 Card. +1 Action. +1 Buy. You may gain a Gold and get +4 Debt.

Rating

Cantrip + Buy + Gold-gain (with Debt) all-in-one. Cost 5 gives "Lab-grade +1 Card / +1 Action" plus "+1 Buy" plus "instant Gold (4 Debt)".

Best feature: optional Gold gain effectively buys a Gold for 6 coin (with 4 Debt due) — same total cost as buying Gold for 6 coin, but with cantrip cycling.

Overall A tier. Top cost-5 priority.

How to Play

Early: pickup at 5. Turn-1 cantrip + Buy + situational Gold.

Mid-game: engine core. Use Gold-gain to thicken deck money.

End-game: instant Gold accelerates Province buys.

Debt Management

"+4 Debt" must be paid in future turns:

  1. Trigger only on coin-stable turns.
  2. Avoid consecutive triggers (8 Debt = 2 dead turns).
  3. Trigger Gold gain just before a Province turn — gain the Province first, pay Debt after.

Key Combos

Gold Mine + other cantrips: No action drain.

Gold Mine + Mine: Treasure conversion accelerates.

Gold Mine + Daimyo: Doubled = 2 Gold, 8 Debt.

Synergies

  • Mine: Gold-conversion synergy.
  • Daimyo: Doubled Gold gain.
  • Remodel / Craftsman: Convert Gold to Province.

Counters & Bad Matchups

  • Debt-unfriendly decks: 4 Debt drags low-money decks.
  • Quick games: Debt accumulates without payback.
  • Trashers: Avoid trashing the gained Gold prematurely.

Advanced Tips

Time the Gold gain on coin-strong turns. Debt blocks future buys, so plan ahead.

Multiple Gold Mines: every-turn gain stacks Debt — limit to one trigger per turn for safety.