Join Magic: The Gathering Head Designer Mark Rosewater as he shares stories, insights, and more whil
This is part three of a three-part series going over a talk I gave at MagicCon: Chicago 2025.
This is part two of a three-part series going over a talk I gave at MagicCon: Chicago 2025.
This is part one of a three-part series going over a talk I gave at MagicCon: Chicago 2025.
In this episode, I talk about my recent trip to MagicCon: Chicago.
This episode looks back at the design of Weatherlight, the third set in the Mirage block.
This episode looks back at the design of Visions, the second set in the Mirage block.
One of the truisms of game design: make sure your players enjoy losing your game. How do we do that?
Every year, my eldest daughter, Rachel, and I go to a convention dedicated to Broadway called Broadw
I do a lot of interviews. A question I often get is, "Why is Magic so good?" I have a lot of answers
In this podcast, I sit down with Yoni Skolnik, the lead set designer for Aetherdrift, to talk about
I talk about the history of drawback mechanics, what they are, how we design them, and how they've c
I recorded this podcast two years ago when I handed off the Aetherdrift vision design to the Set Des
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
In this podcast, I walk through Magic's history to talk about how the use of creature types has chan
This is another in my "Lessons Learned" podcasts where I talk about sets I led or co-led the design
Almost every randomized booster product is designed to be drafted. To do that we have to build aroun
In this podcast, I sit down with JC Tao, the lead designer of Innistrad Remastered, to talk about th
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.