I was also thinking about Silver Mine. This card is pretty much a strictly inferior Sculptor and is easily the worst card of the set. Sure, they can't all be the best card, and it is still better than the card that holds that description. But I can't help but wonder: was there absolutely nothing the devteam could do to make the card more interesting?
I have three ideas:
Idea 1Silver Mine (Treasure, $5)
Gain a Treasure costing less than this to your hand. When you gain a Province this turn, trash this to gain a Gold Mine.
Gold Mine (Treasure, $8)
Gain a Treasure costing less than this to your hand.
(this is not in the supply)
This makes Silver Mine upgradeable into Gold Mine. The downside is that you'd need an extra pile of 10 cards, which is probably a dealbreaker for this set.
Idea 2Silver Mine (Treasure, $5*)
Gain a Treasure costing less than this to your hand.
-
During your turns, this costs $1 more per card you gained this turn.
Basically, an inverse Destrier cost wise. After gaining 2 cards, this can gain Golds. Yay. But the card itself also becomes harder to get.
Idea 3Silver Mine (Treasure - Duration, $5)
Choose one: Gain a Treasure costing less than this to your hand, or put this into your hand at the start of next turn.
Either gain a Treasure this turn, or keep the card for next turn. This gives it a bit more flexibility.