Magic: The Gathering Head Designer Mark Rosewater shares stories, insights, and more while driving to work. Listen in and learn more about Magic!
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Listeners of Magic: The Gathering Drive to Work Podcast that love the show mention:The Magic: The Gathering Drive to Work Podcast is a fantastic resource for fans of the game who are interested in learning more about its development and history. Hosted by Mark Rosewater, a renowned game designer for Magic, this podcast provides a behind-the-scenes look into the world of card game design. Rosewater's enthusiasm and passion for the game shine through in each episode, making it an enjoyable and informative listen.
One of the best aspects of this podcast is the wealth of information it provides about game design. Rosewater discusses various aspects of designing and developing Magic sets, giving listeners insight into the creative process that goes into creating new cards and mechanics. He also shares stories from his own experiences working on the game, providing a unique perspective that can be inspiring for aspiring game designers.
Another great aspect of this podcast is Rosewater's engaging personality. His enthusiasm for Magic and his genuine love for the game come across clearly in his discussions. He has a knack for storytelling and often shares interesting anecdotes or fun facts about different cards or sets. This makes each episode entertaining as well as educational.
However, one potential downside to this podcast is that some episodes may not appeal to all listeners. While some topics may be fascinating to those deeply invested in Magic, they may not hold as much interest for casual players or those unfamiliar with the game. Additionally, there are occasionally interviews with other individuals in the industry, which may not resonate with everyone.
In conclusion, The Magic: The Gathering Drive to Work Podcast is a must-listen for fans of the game who want to delve deeper into its development and history. With Mark Rosewater's infectious enthusiasm and wealth of knowledge, this podcast offers both entertainment and valuable insights into the world of card game design. Whether you're an avid player or simply curious about how games are created, this podcast is definitely worth checking out.
In this episode, I walk through the history of Magic and talk about how communicating with players has changed over the years.
This podcast is part three of three on my series about the 20 worst mechanics of all time, based on my talk at last year's MagicCon: Las Vegas.
This podcast is part two of three on my series about the 20 worst mechanics of all time, based on my talk at last year's MagicCon: Las Vegas.
This podcast is part one of three on my series about the 20 worst mechanics of all time, based on my talk at last year's MagicCon: Las Vegas.
This is part two of a two-part series on the aesthetic profiles. This time, I talk about Mel, the player who aesthetically appreciates mechanics.
When Richard Garfield first made Magic, he liked to say it was "a game bigger than the box." In this episode, I walk through what exactly that phrase means and the challenges of making a game that accomplishes this.
In this podcast, I talk about the team that figures out what in-Multiverse Magic sets we'll be doing in the future.
This podcast is part one of a two-part series on the aesthetic profiles. Up first, I talk all about Vorthos, the player who aesthetically appreciates flavor.
This podcast is part three of a three-part series walking through the three psychographics. Today, IÂ explore the psychological analysis of Spike.
In this podcast, I sit down with the creative lead for Tarkir: Dragonstorm, Lauren Bond, to talk about the worldbuilding and creative execution of the set.
This podcast is part two of a three-part series walking through the three psychographics. Today, I explore the psychological analysis of Johnny and Jenny.
In this podcast, I sit down with Tarkir: Dragonstorm Set Design Lead Adam Prosak to talk about the set's design.
This episode is part one of a three-part series walking through the three psychographics. I start today with exploring the psychological analysis of Timmy and Tammy.
In this episode, I walk through the vision design for Tarkir: Dragonstorm and talk about the evolution of the Dragon subtype and clan mechanics.
Many years ago, I would drive my eldest daughter to school, and occasionally, we did a segment called "Replies with Rachel" where the two of us would answer questions. I then did another segment with my youngest daughter Sarah called "Small Talk with Sarah" when I drove her to camp. Today, for the first time, I have both my daughters and all three of us answer your questions. I will note the audio quality for this podcast isn't my best, but I hope the content makes up for it.
Magic's very first set had a card type that no longer exists called interrupts. In this episode, I walk through all the cards of this card type in Limited Edition (Alpha).
In this episode, I explain the value of themes by going through the various teams that work on a Magic set.
In this episode, I explain the numerous ways designers give feedback to each other by going through the entire exploratory design and vision design process.
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? This podcast walks listeners through six key lessons.
Every year, my eldest daughter, Rachel, and I go to a convention dedicated to Broadway called BroadwayCon. It's interesting going to a convention from the perspective of a fan. In this episode, I talk about this year's trip, the things I learned, and apply my learnings to Magic design.
I 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 podcast.
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 set design.
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 latest set as it came fresh out of design.
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 learned in leading the design of the set. This episode is about The Lost Caverns of Ixalan.
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 podcast, I talk all about them.
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 impacted me as a Magic designer.
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 writing them.
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 than one spell is represented on a single card. My dividing line is that each spell has its own name. There are a bunch of different ways we've made two-in-ones. This podcast talks all about their history. This is part one of two.
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. In this podcast, I talk about how these two design processes have evolved over time.
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 accurate.
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 of drafting.
In this podcast, I talk about how to use brainstorming to come up with ideas.
On this podcast, I talk about how we design cards for the mythic rare rarity.