[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:
- Trigger only on coin-stable turns.
- Avoid consecutive triggers (8 Debt = 2 dead turns).
- 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.