Magic: The Gathering Drive to Work Podcast - #1355: All the Mood Swings Cards, Part 5
Episode Date: June 19, 2026This episode is part five 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 c...hanges they went through and some strategic tips on how to play them. Note: This is a bonus episode for this week.
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I'm pulling on my driveway.
We all know what that means.
It's time another drive to work.
Okay, today I believe is the final episode of my mood swings, all the cards.
I'm talking through every single cards for my new mood swings game.
So when we left, we were up to Rath.
Rath is in red.
It's a red rare.
It's worth zero.
It's a value of zero.
And it says, destroy all other cards.
So note that wrath does not destroy itself.
and destroys all other cards.
If you happen to copy Rath with, like, creativity,
one Rath will destroy another Rath.
It just won't destroy itself.
So this is a...
I knew I wanted a sweeper,
meaning a card that just sort of got rid of everything,
but it's especially designed to be worth zero
because, in a two-player game, at least,
it is very hard to win the turn you play Rath.
Rath is a good card to help you catch up,
but it is not a card that normally...
The only way really you can win was
wrath is if something like generosity happened where you have an opportunity to play an extra card
and then you could wrath and then play another card. But without that, just playing wrath by itself,
it's very hard to win on the turn with wrath. And then the final red card is Zeal. This is a common.
Zeal has a value of three. And it says you may take a card in your, when you play this, you may
take a card in your hand and put it on the bottom of the deck. If you do, you may draw a new card.
This is one of the cards I made when I added drawing, which is one of the last things I added in.
Once again, the rule was, in order to draw a card,
you have to first put a card on the bottom of the deck
so that you don't run out of cards.
Because if the deck is empty,
you'll just draw the card you put there.
But normally, normally a deck is not empty.
But anyway, that is common,
and it is, I think, might be red.
Well, red has recklessness,
but those are the only two red cards
that you put around the bottom of the deck and draw a card.
Okay, now gets us to green.
So we'll start with awe.
Aw.
Aw is a rare.
It is worth four.
And what awe says is
nobody, there's no scoring this turn.
Nobody wins this turn.
So nobody wins the turn.
Nobody loses the turn.
No cards are drawn.
No one gets hurt feelings.
It is just a turn in which
it's a neutral state.
So the only way in the game
to not have the game over by turn five
is if awe is played.
Interestingly, awe was originally common.
Then they made it uncons.
common. Then I eventually made it rare. I decided that it was the kind of thing that happened
every once in a while was fun. I decided to lessen how often it happens. The cool thing about
it is it's worth four. It's one of the few non-vanilla cards worth four because you don't win the
turn you play it. And I wanted you to be at kind of a neutral state when you play it. So the idea
usually is if I'm not going to win the turn, like I know I'm going to lose the turn, I can play
because that helps me sort of advanced, but maybe gives me another turn to sort of figure out a way
to get ahead. Also, the other thing about awe that's important to remember is awe keeps scoring from
happening. So what that means is when awe gets played, there are no effects that happen after
scoring because there is no scoring. For example, let's play, you play bashfulness, which is a blue common
card. Bachelors if you win the turn after scoring, it goes to the bottom of the deck
and you draw a new card. Well, that won't happen because there's no after scoring. So
after scoring effects won't happen. So one of the things you can do, if someone plays a card
that has an after scoring effect and then you play, oh, you shut off that effect for good or for
bad. Like, there are reasons for, especially in team play, there's some reasons you'll want to
do that. Okay, next up, Bliss. Bliss is a mythic. Bliss is worth two. What
Bliss says is when you play this card, you may discard a card. If you do, Bliss will let you score
every card of the color you discard two additional times. So there is, exhilaration lets you
score everything one extra time. This lets you score only the color of the card you discarded two
extra times. This is the only really memory card where you discard a card. I have to remember what you
discarded. This was the other card where I talked earlier about having a tuck mechanic where you took
a card instead of discarding, you put it underneath the card and then it was used there for memory.
And the idea with tuck was if the card ever went to another zone, you know, went to your hand,
went to the discard file, this other card would go along with it. But anyway, there's only a couple
tuck cards and we decided it just wasn't worth it. This is the only one where you discard a card.
You have to remember the color. Now, it's such a big effect that my thought process is you're not
kind of, you're not going to forget. Getting to score something two extra times is a huge deal.
If you discard a green card, yes, Bliss itself also, Bliss is worth two. Bliss used to be worth three,
but the problem was because when you discarded a green card, it was worth nine, that ended
being a little too good. So I dropped it down to two. So now it's worth six if you discard a green
card, which is okay. I mean, meaning there's reason to do that. I mean, it's worth six if you
discard a green card. But really what you want to do is set up based on what else you have in
play.
like the idea of this card is all about sort of discarding card and that card is a resource so you have to think about what color you discard i think's pretty cool
next is celebration this is a common it has a value of three but if you have more colors uh in play than any other uh player um this is worth seven rather than three
now once again you have to have more colors not the same amount um so this is it's a little harder to pull off
this is similar to superiority in black now superiority just wants you have more cards
than any other player.
This one should have more color.
So more colors,
there's a little more nuance to that
because my opponent could have more cards than me,
but I could have more colors than them.
So I like the superiority in celebration.
I put them both a comment
because I really enjoy the gameplay of both of those.
They're very dynamic.
And celebration is interesting
because the idea that, like,
I like having cards that dictate
what color you want to do
because it just makes you play
a little differently than you might think.
Like normally when you play,
you're just trying to optimize your score,
outright. But when you have stuff like celebration, it's like, oh, well, it's worth four points.
Maybe I want to play a different color because they'll get more points off celebration versus what
card I could play in the vacuum. And the dynamic of that to me is always super fun. Next is cheer.
Actually, cheer and delight, they're right next to each other. And they are a mirrored pair.
So cheer and delight, both are three that can be worth five, but you have to discard the appropriate
a card. Cheer wants you to discard an even card, a card with a two, four, six in the upper right
hand corner, and Delight wants you to discard a card with an odd score. A zero, not zero, say, zero, two,
four, six is for cheer. One, three, and five is for delight. So one of the things is, like,
like I said, originally these cards only, they're only worth five and you had to discard the card,
and that was proving problematic and it got stuck in people's hands. So I changed it, so you can
get three if you're not able to discard the card. And there's times you want to do that.
This is one of the things I like about the cards is sometimes three is what you need. And you just
don't have the card to discard. So, um, but there, like I said, there is four cards that are
three, but five who discard the right card. There's even odd which is shared delight. And there's
small, large, which is dignity embarrassment. Um, okay, next up is determination. This is another
common green card. Determination says it's worth three.
But it's worth six if there are three cards of the same color in play.
This is another color matters.
Green is the color that most cares about color.
It's got eagerness cares about color, love cares about color,
happiness cares about color.
So green is the color that most likes other colors being around,
sort of mirroring a little bit for magic.
But green is the happiest with other colors.
Green likes lots of colors.
Green is all about.
sharing and being being together.
Okay.
Next is Disregard.
So Disregard is
Green's common enemy card
where it's worth six.
But if Green's enemies are around, so if there are two
or more red
or blue cards, then
disregard is worth three rather than six.
Look, I've talked about this in other podcasts.
Next is eagerness. I just mentioned eagerness.
So eagerness is an uncommon. It is worth
two. And it says
you may play an extra card
as long as the color of the card you're playing
is not in play yet.
So this mirrors a card
called, there's a card,
benevolence in white.
Benevolence only lets you play an extra card
that matches the color in play.
So these things are really different
in the way I like.
Eagerness, you want to play early
because the earlier you play it,
the more likely it is you can play an extra card
where benevolence you want to play late,
because it's more likely late,
you can play the extra card.
I did spend a little bit of time
looking at eagerness and benevolence and saying, oh, between white and green, who wants to play the
same and who wants to play difference? And I really decided that green was more about the breadth of
color and wanting a lot of different colors, as I mentioned, stuff like love and stuff's in green.
And then white was more regimented. Like, I want to do the thing the way they had been done before.
So that felt more like it wanted existing colors. But eagerness is a very good first-term play.
Obviously, if you play it first, then you can play any non-green card in your hand. So hopefully
you, her hands not full of all green cards.
Okay.
Next up is enjoyment.
So enjoyment is the common.
It's the ally card.
So enjoyment is green enjoying its allies.
So as long as you have, Green's allies,
green's allies are red and white.
As long as you have two or more,
as long as there are,
two or more red or white cards in play.
Instead of being worth three,
the card is worth six.
And like I said before,
I thought it was important.
I really wanted a bunch of,
of cards in play that sort of cared about color, but I wanted to simplify.
A lot of my earlier designs, each of them were so different for one another, it made it
hard to do a lot of the adding the score. So the ally and the enemy do a nice job of
having a very simple thing you're tracking. They're not all the same than looking for
different colors, but at least it's, it's all 10 of them have the same basic thing.
I'm looking for certain colors in play if there's two or more, then something is true.
And often once that is true, it stays true, not inherently.
because cards can go away.
Okay, next is enthusiasm.
So enthusiasm is a card, value of zero,
that says you may score your highest scoring card a second time.
So this one doesn't say what you can score.
You have to score your highest scoring card.
It's not optional.
You must do it.
The only reason that comes up is sometimes in multiplayer play,
when you're not going to win,
but you would like to get hurt feelings.
Sometimes the goal is to be the lowest,
So enthusiasm is not good at that.
It just scores again your high scoring card.
Originally, by the way,
enthusiasm had a value equal to your highest scoring card.
This and Passion both had a sort of a value that changed based on other cards,
and that proved problematic because it was making, in rules terms,
it was making the loops.
Meaning if this is true, then that's true,
and then cards kept changing off each other and caused problems.
So the solution to that was just letting you score your high score a card.
extra time. But that does mean this card is worth zero. So if your opponent has anger or someone that's
going to destroy cards based on their value, the value of enthusiasm, even though it's letting you
count another card. So in some level, enthusiasm is raising your score by your higher scoring card.
It itself does not have that score. It has score zero. So it can be destroyed as if it has a score
zero, which is what it has. Enthusiasm used to be rare. But when I was moving, oh, when I moved awe up
to rare. I need to move something down and I decided that
I decided that it was a fun effect that we could do, we could have it
on that and on the conference so I moved in there. Next, euphoria
euphoria is a rare. Euphoria says
has a value zero but it says I'm worth one more for every
card, every mood on the battlefield, not battlefield, every mood in play, sorry,
my magic ease things I know what's at well, for every mood in play. So
the idea is
it just goes up over time
the card in two-player game is
I mean it potentially can be strong
in a two-player game you can have up to 14 cards in play
so I mean there's a chance for it to have a high score
so sometimes it has a high score
it's a little bit better in multiplayer
in three and four player play
because you're just more likely going to have more cards
in play
it's probably the card that is the biggest swing
between how many players you're playing
because the more players, the more cards there are.
It's not bad.
It's not bad in two-player.
Definitely, you will find board stages
that are really good in two-player.
And remember, euphoria.
So one of the rules is if you have a variable score,
meaning you don't go back and forth
between one of two scores or have a single score.
If you have, like, Euphoria can be worth one or two or three.
So if you have a variable score,
A, you'll have a black dot.
but B, you have to be rare or mythic.
And so that's why Euphoria is rare.
Okay, next up, fascination.
So fascination is an uncommon.
It is part of...
Oh, it's part of the enemy...
So there's an enemy cycle
where I have to do something to my enemy card.
So like white, I have to discard.
them with faiths. In blue, I have to bounce them with worry. In black, I have to put them into the
discard pile with angst. In red, what's red? Red, I have to... What do I do with them? Oh, I'm sorry,
I'm confusing with the ally, the enemy. I'm mixing them up. This is the enemy cycle. The
ally cycle is you have to do something to your allies, but this one is, you know,
the enemy cards is I have to do something.
Usually I harm the enemies in some way.
That's right.
So this is like guilt suppresses either a black or red
or all black or red cards.
That's right.
And hesitation bounces a red or green card
or all red or green cards.
This is part of that cycle.
The problem is green does not really harm other colors.
There's no effects that green has where it's sort of,
green just isn't the color that does that.
And so what I ended up doing here is
fascination says it's worth three, but if I give a blue or green card to my opponent, then it is worth
seven.
It's not, the other four are more, I'm somehow harming my opponent's things of that color in some way.
Green just did not have that effect.
And so for the green, green is part of the, I'll get to the alley one in a second.
But anyway, that's what I did with fascination.
And so it wants you to sort of give away the enemy caller cards.
Okay.
Next is fondness.
Fondness is an uncommon worth zero.
But if all players have three or more cards in play, it is worth seven.
It used to, for a long time, it was called optimism.
I had a cardical optimism and a different cardical pessimism that didn't, that I had in a larger set that didn't make it to.
And originally, optimism was it's worth zero, but six, if you have.
I think you had four or more cards.
Oh, that's right.
If there were five more cards in play total,
not just yours.
And that was scaling weird with multiplayer.
So I changed it to be based on how many cards
each player had in play.
And then in the end, it didn't feel like optimism anymore.
So I, we changed the name.
We already had the art picked out.
So I had to sort of match the art.
So I went with fondness
because there's a guy kind of standing
that looking happy.
Okay.
Next up is generosity.
So generosity
Generosity
Oh is common
It's worth six
Generosity says
Choose a player
On their next turn
They get to play an additional card
Now if it's
Their next turn is whenever it is
If it's this round
They get to do it this round
If it's next round
They do it next round
Just they have to remember
In the next turn
They are allowed to play an additional card
This card is really interesting
Because there's some dynamics
It's worth six
So sometimes you'll play it because it'll help you win.
Like a very common thing to do with generosity is,
I play it, I'm the last player of my turn,
I play it to win the turn,
but now on the next turn I'm giving you my opponent advantage.
And I thought that was pretty cool.
Okay, grace.
Grace is a rare worth zero.
Grace says, while I'm in play,
you may play an additional card from the discard pile each turn.
as long as it matches a color you have in play.
So, yeah, I went back and forth.
There's one point where I was going to have eagerness B matches the color,
so it matched up with grace.
But I decided, because I tried for a while,
you can play a card that wasn't in play,
and that was just so much weaker,
that playing one that was in play was just a stronger card.
The reason for that is you tend to play cards
from the discards in the game,
and the reason for that is
that
you have to have things in the discard
ball before you can play with them
and the board tends to get more full up
so there's more colors
so it just ended up playing that way
I like the green cares about colors
I did talk about maybe eagerness
should match up with grace inside of the end
I like eagerness better the way it was
but green is the color that cares about color
so it was okay with having one card
care and so this is a conditional card
by the way where
like hope which I'll get to in a second
let you play two cards a turn.
Grace, you can play two cards a turn,
but only under certain conditions,
meaning there has to be stuff in the discard pile,
and it has to match things in play.
So it's not quite as easy.
But it can be pretty powerful,
and that's why they're both for zero.
Happiness, happiness is part of our ally cycle and uncommon.
It's a card worth two,
but of any player, you or your opponent
have a white and a red card in play,
it is worth eight.
It's one of two cards,
Misery and Happiness are the only cards worth eight.
There's infatuation's worth nine, but love's worth 12.
So they're some of the higher scoring cards.
I like that happiness, I liked that love and happiness for two of the high-scored cards.
And this one, I needed to care about the ally colors in some way.
Originally, it just cared about whether you had white and green in play, but eventually I decided
that it just, it was a little bit on the weak side, and I just thought it was better if, okay,
I just kid that anybody has in play.
I like my allies.
If somebody has my allies in play,
now it does require the same player to have them
rather than just a white and no red card to be in play.
So that's a little bit different
than the way the common, the ally enemy cards work.
But this is uncommon, and I thought it was kind of fun.
Okay, next up is Harmony.
Harmony is an uncommon.
It is worth two, value two,
and it lets you play an additional card out of the discard pile.
This is another card that went back and forth
where it was supposed to be common or uncommon.
In the end, I kind of had more things I wanted at common.
I still, part of me still says, oh, you're like,
I toyed around a little bit with maybe, like, moving determination uncommon.
In the end, I left Harmony there, but because the reason I think I ended up leaving it there
is I put nostalgia at Common, so I decided nostalgia, which we'll get you in a second,
also get you Carter with the Graveyard.
So they play a little similarity, so I separated them.
And I was matching up nostalgia with fear that were both a common.
Anyway, that is why that is a comment.
Next is Hope.
Hope goes way back.
Hope's been in the set for a long time.
Hope, in fact, it's been green for a long time.
In fact, it's always been green.
It was green when I first made it.
Hope is a card that says you may play two cards a turn.
Originally, hope, as worth the value of zero,
but you can play an extra card the turn you play it.
Originally, Hope was worth two, and you weren't allowed to play an extra card at the turn you played it.
But everybody really, really wanted to, and if I said, fine, and so I made it worth zero rather than two.
And Hope, I think, Hope was a mythic for a while, and I decided it, I liked how much it played that I moved it down to Rare.
But anyway, it is a pretty powerful card.
If you are drafting, I would draft Hope. Hope is really good.
Okay, next up is Joy.
So Joy is a common.
Joy is worth three.
but Joy says on your next turn,
which inherently is the next round,
on your next turn,
you get to play an additional card.
So joy and generosity are kind of mirrors.
Joy lets you play an extra card
in your next turn.
It's worth three.
Generosity lets your opponent play a card
on the next turn.
It's worth six.
Also, generosity might say play it or not opponent.
I don't remember off the top of my head.
Okay.
Next up is the laziness.
Laisiness is the
laziness is the venousiness
is the vanilla card in green.
Up until the very last month,
because this might be the last name I changed,
it was called listlessness.
Just the idea that you had no energy.
But I did a pass where I was trying to say,
am I using the most, like,
I don't know whether I'm making
any more moves from this cards.
This might be all that I'm making.
So I wanted to maximize the base game,
having the most commonly recognized names where I could.
There's some names that I had that I liked
that just the card didn't match,
so I didn't do that.
In versions where I had synonyms, I tried to pick the synonym that was the most people would understand it.
It's, for example, boredom, I went back and forth on whether boredom was supposed to be Unwee,
but I decided that there's more people know what boredom is than Onwee.
Even though Onwee does show up in the second, the Pixar Inside Out film.
But anyway, so I decided that laziness was better.
We had the art already, but he's, whatever, he's been lazy in the art, so that was fine.
So I ended up changing it.
Like that, it's the last thing I changed.
I changed the laziness.
Okay, next up is love.
Oh, love.
So love goes all the way back.
Literally, if you, I did a talk at MagicCon.
The video should be online.
You could watch it.
In it, I show the evolution of the game.
And I do it by showing, every time I show love.
And the reason I did that was love, I literally,
from the very first plate test I ever did,
I've had a handful of cards from that plate test.
Love is one of them.
Then when I mocked up the deck that I took to Ropacod in Finland,
I have that deck loves there.
And I have every incarnation along way.
I saved all my playtest cards.
And so love really never changed.
I mean, I tweaked it over time.
Love was always about I want all the colors in play.
And if I have all the colors in play, I'm worth more.
The initial version of Love was worth zero,
but it was worth four.
So remember, there was three colors in the original game,
red, green, and blue.
It was worth four for every set of red,
red, green, and blue in play.
So the idea if there's one set of red, green, blue, it's worth four.
But there's two of them, it's worth eight.
There's three of them.
It's worth 12.
That was the original card.
Then I realized that was hard to monitor.
So then I changed it to say, if there's a red, green, and blue card in play, it's worth
six.
Otherwise, it's worth zero.
Early on, I like the idea that in tennis love is nothing.
So love is worth zero.
But, you know, love likes harmony of all the things and all the colors.
And so eventually over time, I started realizing.
that I could do the secondary number.
In fact, Love was the first card, I think that had a secondary number.
And then I realized I put the dye in the lower left corner.
And then I realized I could put two dice.
So Love was originally worth six.
Then it was worth eight.
Then it was worth ten.
And then finally, I changed it the last time during the final development for Secret Lair.
When I'm like, oh, well, if I have two dice, I can go up to 12.
Why not have one thing go up to 12?
So I've moved Love up to 12.
I knew Love was going to be a mythic rare.
and yeah I mean the other thing is when I moved from a system of three to five colors
love just became harder to do but allowed me to have a higher score for which of them
love by the way is also my what we call the headliner card so in the initial the premier
version of it they asked me I did my version of love I drew a picture
of love, my crayon draw, and so those to know my magic artwork. In fact, there's a really
funny story. They asked me if I could write, if I could draw a picture for it. I said, yeah, sure.
Because the plan is, we're making it, we're making it foil. There's only 500 of them.
And then I physically signed everyone and I had four color pens and I drew on them and I wrote
messages on them. 50 of them have messages I wrote. Anyway, they're all unique. No one is the
same. And they're like, they're the super, super rare thing that shows up because there's only
500 in all of the game. So most of them don't have them. But every once in a while, it's the
collectible from it. So the story of love is, um, I'm supposed to draw a picture. But no one tells
me when I'm supposed to draw a picture. So at one point I get a note from Christina, who's sort of the
product manager, who says, uh, your picture was due like two weeks ago. So I literally grabbed the crayons
out of my bag. I drew a picture in like
a minute. I mean, you'll see the picture. It's not a pretty complex picture.
And then I ran into her.
So my joke is, I don't think there's a single, I need to draw art to, here's the
art turned in. No one will ever be my record of probably like two minutes.
Between, I need to make this art and I hand off the art.
Now, the funny thing is I only did it once. I actually liked it.
If I had drawn it, didn't like it, maybe I would have spent another minute drawing
some more copies of it. But I liked my first version. It's very, very, you know,
cute. And you can see it online. There's a gallery online. On the rules card, on the back of the
rules card is a website. That website is the Mootswings website. It has all the official rules. It is
card by card FAQ. It has other ways to play. It has a gallery. And it has the links to all my
articles and my podcast about Moonswing. So check that out. Next up is nostalgia. Nostalgia is a
common card worth zero. It lets you do two things.
It lets you put a card from the Discord pile into your hand,
and it lets you play an additional card.
Now, you can play the card you got from the Discord pile as your additional card.
So it's kind of like nostalgia, although it's zero and not two.
But it also lets you get a card and then play a different card.
The other thing that's really important strategically is you don't have to do both.
If there isn't a card in the Discard pile, you still can play it to play an additional card.
There's lots of combos of playing it as an additional card.
Let's say you want to sacrifice a card.
You can play that and then play the card you want.
want to play and sacrifice it because it's worth zero.
So anyway, nostalgia and fear, both of which let you put an additional card for zero,
but they have another rider on them are both actually really interesting cards and you can do a lot
of fun stuff with them.
Next up is Serenity.
So I want to talk about Serenity and Tranquility.
They're two away from each other, but they're mirrors of the same card.
So Serenity and Tranquility are both three, but they are worth six if Serenity wants you to have
an even number of cards in play.
and Tranquility wants you to have an odd number of cards in play.
So the idea is they vacillate between being three and six,
depending on how many cards you play.
This is where cards like nostalgia and fear,
this is where extra cards could help you.
I get up to, like, let's say I'm playing Serenity where I want an even number.
Okay, I play it like even number four six.
Then I play next turn an extra card and play another card,
so I'm playing two more cards.
I stayed even, Serenity stays at six.
So it definitely is,
there's a lot of fun gameplay.
The need to think about Serenity and Tranquility
is they vacillate.
And so you have to sort of track
and you want to figure out
what you're doing when
so that you maximize
sort of winning on the turn
you need to win on.
But I like the idea
of having some cards
that, like these cards
have two states essentially.
I mean, they're kind of worth
three every other turn
and six every other turn.
Not exactly
because you play additional cards
and stuff.
And that, to me,
was kind of interesting.
I ended up putting,
I think they were at common
at one point.
I decided that the vacillations
made a little more sense
and uncommon.
Okay, next up is sloth.
Sloth is a rare.
It is worth three.
Sloth is worth an additional one for every card in your hand.
So sloth is the only card that naturally, by itself,
can be worth seven on turn one.
Because if you play it in turn one,
you have four other cards.
It'll be three plus four.
It'll be worth seven.
Now, the reason that sloth is
the more you do, the less sloth is.
As you start playing more cards,
sloth goes down.
So sloth is an interesting,
card and that it is very good early, but it loses steam over time if you're not keeping cards
in your hand. And normally, by the way, you don't want to keep cards in your hand. The correct play
is not playing cards with Sloth. But Sloth is a really nice first-term play, but it does lose
some steam over time. Sloth originally, I think there was a point in time where Sloth was just
equal to the number of cards in your hand. Oh, back when you had seven cards,
So remember, in the earlier versions of the game, you didn't draw when you lost.
You just started with seven cards in your hand.
And so in that version, turn one, it can be six, which is hard to do.
But when I moved to the system by which you have five cards, you draw a card each turn,
the opening play was, it no longer made sense to be worth one for every card in your hand.
And so then I added a number.
I think originally I had two.
It was two plus every card in your hand.
And Corey convinced me that it could go up to three.
And it was kind of cool that sloth, like the most powerful thing you do on the first turn is just sloth.
By itself at least.
And I thought, I don't know, that's what I asked.
It felt apropos to me.
I thought that was pretty cool.
Okay.
Next, we have vulnerability.
This is a rare green card.
It is worth one.
And then on any turn that a card went to the discard pile from anywhere,
somebody discarded it.
Somebody put a card from the,
put a card from the, um,
put a card from the
in play into the
discard file. However it got there,
if a card went there, this card is worth seven. Now,
that's not just the turn you play it. It varies each turn.
So it's not like the turn I play it, if it's true, it gets
locked in there. That's not how it works.
The way it works is
that each turn, if it's worth one that turn unless
a card went to the discard pile, then it's worth seven.
So the cards, specifically,
I actually made a pretty high variable on it.
because one of the fun things about the card is really figuring out how to maximize
making sure that every turn as much as you can, it's worth seven.
And the big ways of doing that is just putting one of your opponent's cards or one of your
cards into the discard file or discarding a card.
That's the easy, or making your point to discard a card.
Like, suspicion won't work as well.
So anyway, that is, it is one of the cards that I, when I, I'm experimenting with other
like shapes of cards to make, it's the one that intrigues me the most because it's,
It's a card that each turn says, did you jump through the hoop this turn?
I think it's the only card that does that specifically in that way in the base game.
But anyway, I think that I'm very excited by it.
I think it's a cool thing.
Okay, we now get to the final card, which is Wonder.
So Wonder is a mythic.
It's worth zero.
It says, when you play this card, choose a color.
this card is worth two for every card in play
or in the discard pile of that color.
So this card sort of cares about not just things in play.
So if your opponent gets rid of them,
they go to the discard pile,
that's not good enough.
If they put on the bottom of the deck,
like hate will get rid of it.
That's fine.
But anyway, and one of the neat things about this
is it just makes you care about color in Big Way.
Like I said, green to the color.
It's the color the most cares about color.
So it was fun.
And Wonder, I think I had a rare at one point, but it had such bombastic.
It really has high scores, and so I moved it up to Mythic.
The philosophy is I want Mythic cards to be things that they can be situational.
Like, sometimes Wonder just isn't that good, because there's not that many cards in play and in the discard pile.
Or they're spread evenly, so it's not worth a lot.
But it has potential, especially in multiplayer games, to get pretty high.
And so I thought that was fun.
And I like the sense of a sense of wonder.
you get a lot of points.
So anyway, guys, I have now in five succinct episodes,
gone through all 133 cards.
I hope you guys enjoyed this podcast.
It has been fun to put together,
and it's not often,
there's not a lot of sets I work on
where I pretty much made every single card.
So that is why it was fun to do this.
I hope enjoyed the talk through,
but I'm driving up to work as we speak,
So we all know what that means means this is the end of my drive to work.
So instead of talking mood swings, it's time for me to be making magic.
I'll see you next time.
Bye-bye.
