#1349: All the Mood Swings Cards, Part 3
6/5/202631 min
This episode is part three of a five-part series. In it, I go through every single Mood Swings card, in collectible number order, and talk about how they were designed, including many of the changes they went through and some strategic tips on how to play them. Note: This is a bonus episode for this week.
Transcript preview
First 90 secondsMark Rosewater· Host0:00
I'm pulling away from the curb 'cause I dropped my son off at school. We all know what that means. It's time for another drive to work. Okay, so we've been doing, um, mood swings, all the cards. So when, when last we left off, we were up to Fickleness in blue. So Fickleness is an uncommon. Uh, it is worth zero, and what it says is... What does it say? Uh, it says that you return all cards of the most common color or colors, other than Fickleness, uh, to their players' hands. So the idea is you have to figure out what color has the most, and it could be tied. If it's tied, two or more colors could have the most, and then all of those cards, minus Fickleness, Fickleness can't return itself, um, return to the players' hands. Uh, and, and this card is once again pretty situational. Um, sometimes returning the most common color is not beneficial for you, but sometimes it is very beneficial for you. So one of the cool things that I enjoy is having cards in your hand where you are aware of effects that you could do can change your behavior in ways that's very fun. Um, 'cause sometimes what'll happen is you might play something that's not the most optimal play, but it's gonna play into your future play. Uh, for example, maybe I play a card that is not worth quite as much on this turn as I could, but next turn I'm gonna play Fickleness, and it's helping me either avoid the most common color or maybe set up the most common color. Um, and there's

