#1214: Why Is Magic So Good?
Episode Date: February 7, 2025I do a lot of interviews. A question I often get is, "Why is Magic so good?" I have a lot of answers to that question, enough for a 30-minute...
Join Magic: The Gathering Head Designer Mark Rosewater as he shares stories, insights, and more while driving to work. Listen and learn more about how Magic is made!
1212 episodes transcribedI do a lot of interviews. A question I often get is, "Why is Magic so good?" I have a lot of answers to that question, enough for a 30-minute...
In this podcast, I sit down with Yoni Skolnik, the lead set designer for Aetherdrift, to talk about the design after it was handed off for se...
I talk about the history of drawback mechanics, what they are, how we design them, and how they've changed over the years.
I recorded this podcast two years ago when I handed off the Aetherdrift vision design to the Set Design team. Hear my thoughts on Magic's lat...
In this podcast, I walk through the various reasons why we reprint cards at a different rarity.
In this podcast, I talk about the history of the protection mechanic, starting from Limited Edition (Alpha) to present day.
In this podcast, I walk through Magic's history to talk about how the use of creature types has changed over time.
This is another in my "Lessons Learned" podcasts where I talk about sets I led or co-led the design for. I walk through the various lessons I...
Almost every randomized booster product is designed to be drafted. To do that we have to build around what we call draft archetypes. In this...
In this podcast, I sit down with JC Tao, the lead designer of Innistrad Remastered, to talk about the making of the set.
In this podcast, I talk all about the design of Apocalypse, another set from the Invasion block.
In this podcast, I talk all about the design of Planeshift, a set from the Invasion block.
I gained a love of games from my father and a love of psychology from my mother. This podcast talks about how my interest in psychology has i...
Part of writing a weekly Magic column involves writing card preview articles for new sets. In this podcast, I talk all about what goes into w...
This is part two of my two-part series where I talk about the history of two-in-one cards.
This last fall, I wrote a two-part article about what I call "two-in-one cards," or "two-in-ones" for short. These are designs where more tha...
Variance is an important aspect of Magic design (and game design in general). In this podcast, I explain what it is and how we use it.
There are two ways to begin a design: from the top down, where you start with flavor, and from the bottom up, where you start with mechanics....
My favorite metaphor for Magic design is that it's like running a buffet. I talk about where this metaphor came from and why I feel it's so a...
This is another history podcast where I explore how an element of Magic came to be and evolved over time. This time, I look into the history...