   cost: 5
   buyEffect: (state) ->
     state.quarries = 0
+    state.potions = 0
     inPlay = state.current.inPlay
     for i in [inPlay.length-1...-1]
       if inPlay[i].isTreasure

  cost: 3
  isTreasure: true
  coins: 2
  startingSupply: (state) -> 30
}

# Copper is actually more complex than Silver: its value can vary when modified

  cost: 0
  coins: 1
  getCoins: (state) -> state.copperValue ? 1
  startingSupply: (state) -> 60
}

makeCard 'Gold', c.Silver, {
  cost: 6
  coins: 3
  startingSupply: (state) -> 30
}

makeCard 'Platinum', c.Silver, {
  cost: 9,
  coins: 5,
