I like it when Treasure-heavy strategies are occasionally competitive.
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When people denounce Gold gainers on the grounds that Gold is a bad card to have in your deck, I find myself hoping they're wrong or, if they're right, that Donald does something to fix that. Money ought to stay relevant!
Of course Money is always relevant, particularly Gold: It's always in the kingdom!
Let's not forget that a significant issue with learning Dominion is that just buying generic money is better than an unfocused actions-based strategy, and it's possible for beginners to conclude that the game is stupid because all you have to do to win is ignore all the other cards and just buy money.
If gaining Gold was always extremely good, then a single gold-gainer in the kingdom would too frequently outpace the engine and would allow you to ignore all other cards.
I love the fact that if a player overloads on Gold gaining, they generally lose to an engine player who uses Gold-gaining very sparsely in order to build economy but not at the expense of deck-drawing power; a player who knows that stop cards are bad, even if they generate $3.
Money is like direct damage in Magic. It's powerful, and always relevant, but needs to be reigned in so it doesn't dominate the game and make all other cards irrelevant, because it's especially boring.
That said, there are many awesome treasures that I do love, even if Gold is bad.
Quarry and Talisman occasionally make +buy a piledriving powerhouse, and combo with all kinds of cards.
Crown sometimes gets to not be a treasure. Or it can double big deal treasures like Bank. Gold, schmold.
Speaking of doubling, Fortune deserves mention for being the most expensive card in Dominion, and it's a treasure, and it's totally worth it.
Coin of the Realm: An engine-enabling treasure is one of the best things ever.
Of course, there is one treasure that stands head and shoulders above every other treasure in the entire Dominion universe.
All hail the mighty Goat!