Gild
Types: Action
Cost: $5
Trash a card from your hand. Gain a Gold.
Heirloom: IngotIngot
Types: Treasure, Heirloom
Cost: $3
$1. When you play this, if you have a Gold, Silver and Copper in play, you may trash this, to move your +$1 token to an Action Supply pile. (When you play a card from that pile, you first get +$1.)
I like Ingot a lot. I mostly worry that Gild will speed the game up too often that the +$1 token won't matter. I might take notes from Altar and make Gild cost $6. It would be a weaker $6 for sure, but I worry it would be domineering as a $5 in how it doesn't increase your stop-density. Comparisons to Mine are not warranted as this turns Coppers and even Estates into Gold, which is wildly better. Comparisons to Dismantle might make more sense, but not quite because Dismantle actually floods your deck when you're trashing Estates, so this remains wildly better than that official card too. I think it is unique enough, but plays largely against Ingot. I'm not sure how I'd feel better about it without complicating Gild's pure simplicity.
Thanks for kicking up the discussion! I thought about Altar and the $6 cost and I think it would lead to frustrating one-sided games more often and so the gameplay would be worse than a $5 cost. The change I would make is something like this:
What I'm thinking regarding Gild is that it isn't blatantly mispriced or unbalanced in its current form and I don't think you can really prove either way without playtesting so I'd rather keep the cleaner version for this contest and if Commodore disagrees with me I can live with that. But to expand a bit I think the main risk of Gild being too strong would be it enabling boring money strategies, Ingot helps prevent this as it is both easier to trigger in, and gives more benefit to, the more exciting Action chaining decks.
I also realised Ingot had the wrong cost so I've edited it in the original post to cost $0.