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Magic: The Gathering Drive to Work Podcast

#1349: All the Mood Swings Cards, Part 3

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Games, Mtg, Mark Rosewater, Magic The Gathering, Duels Of The Planeswalkers, Game Design, Leisure, Ccg

4.7806 Ratings

🗓️ 5 June 2026

⏱️ 31 minutes

🧾️ Download transcript

Summary

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

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0:00.0

I'm pulling away from the curb because I've got my son off at school.

0:04.1

We all know what that means.

0:05.7

It's time for another drive to work.

0:08.2

Okay, so we've been doing mood swings, all the cards.

0:13.2

So when last we left off, we were up to fickleness in blue.

0:17.1

So fickleness is an uncommon.

0:19.6

It is worth zero.

0:22.1

And what it says is, what does it say?

0:25.0

It says that you return all cards of the most common color or colors, other than fickleness, to their player's hands.

0:33.1

So the idea is you have to figure out what color has the most, and it could be tied.

0:37.3

If it's tied, two or more colors could have the most.

0:40.2

And then all of those cards, minus fickleness.

0:42.2

Fickleness can't return itself,

0:44.1

return to the player's hands.

0:46.7

And this card is, once again, pretty situational.

0:51.1

Sometimes returning the most common color is not beneficial for you, but sometimes it is very beneficial for you.

0:56.5

So one of the cool things that I enjoy is having courage in your hand where you are aware of effects that you could do can change your behavior in ways that's very fun.

1:08.0

Because sometimes what will happen is you might play something that's not the most

1:11.9

optimal play, but it's going to play into your future play. For example, maybe I play a card

1:18.2

that is not worth quite as much on this turn as I could, but next one I'm going to play fickleness,

1:24.1

and it's helping me either avoid the most common color or maybe set up the most

1:27.8

common color. And there's a lot of fun interactions that happen. Sometimes you can play

...

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