Join Magic: The Gathering Head Designer Mark Rosewater as he shares stories, insights, and more whil
In this podcast, I talk about the team that figures out what in-Multiverse Magic sets we'll be doing
This podcast is part one of a two-part series on the aesthetic profiles. Up first, I talk all about
This podcast is part three of a three-part series walking through the three psychographics. Today, I
In this podcast, I sit down with the creative lead for Tarkir: Dragonstorm, Lauren Bond, to talk abo
This podcast is part two of a three-part series walking through the three psychographics. Today, I e
In this podcast, I sit down with Tarkir: Dragonstorm Set Design Lead Adam Prosak to talk about the s
This episode is part one of a three-part series walking through the three psychographics. I start to
In this episode, I walk through the vision design for Tarkir: Dragonstorm and talk about the evoluti
Many years ago, I would drive my eldest daughter to school, and occasionally, we did a segment calle
Magic's very first set had a card type that no longer exists called interrupts. In this episode, I w
In this episode, I explain the value of themes by going through the various teams that work on a Mag
In this episode, I explain the numerous ways designers give feedback to each other by going through
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