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This podcast is another in my quest to talk about every Magic expansion. This time I talk about the third set in the Champions of Kamigawa block, Saviors of Kamigawa.
In this podcast, I talk about the things I have to do to prepare for an upcoming MagicCon (in this case, MagicCon Atlanta).
This week on The Marvelists, Peter and Eddie are joined by the legendary Magic: The Gathering head designer, Mark Rosewater! Join the trio as they dive deep into the upcoming Spider-Man themed set, dropping September 26th. The conversation is an absolute untap—with Rosewater sharing insider details, behind-the-scenes stories, and even a few cheeky spoilers about the exciting new mechanics and iconic Spider-Man characters making their way into the multiverse of Magic. From the web-slinging mechanics to the swinging art design, Mark explains how the world of Marvel and Magic collide in this special set, bringing together two beloved universes in a way fans have never seen before. Will Spider-Man's iconic wall-crawling powers translate to a brand new mechanic? How did the team decide which characters would be featured? Carl Stiglich also joins the fun as a special guest co-host, bringing his MTG expertise and fan-fueled enthusiasm to the conversation. Whether you're a Magic fan looking for the scoop on this crossover event or a Marvelite eager to see Spider-Man in Magic form, this episode has you covered! So grab your deck, draw your cards, and get ready for a swingin' good time in this must-listen episode before the Spider-Man set hits the shelves on September 26th!
This podcast is another in my quest to cover every Magic expansion.
In this podcast, I talk about the times we returned to settings that we'd already visited.
In this podcast, I talk about a specific aspect of the color pie and how modern design requires that we care about it.
This podcast is about the most hated mechanic in the history of Magic, ante.
In this podcast, I sit down with Corey Bowen, the lead set designer of Magic: The Gathering® | Marvel's Spider-Man, to talk about the set's design.
This podcast is a companion to my three-part Making Magic series on the history of tokens. You can read the third and final column on Monday, September 8.
In this podcast, I talk about a key component of design: set structure.
In my podcast on Igniting the Spark (the new Magic documentary), I talked about doing a podcast that covered something the documentary didn't. How did Magic grow from a one hundred million-dollar game to a billion-dollar game?
This is another podcast in my ongoing quest to record a podcast about every expansion. This episode is all about Prophecy, the third set in the Mercadian Masques block.
A documentary about how Magic debuted at Gen Con. I had the pleasure of participating in it, and this podcast talks all about that.
Every year, I write a "State of Design" column where I talk about how I feel the last year of Magic design went. This year's column starts with Bloomburrow and goes through Magic: The Gathering®—FINAL FANTASY™. With six sets to talk about, I ended up having a pretty lengthy article, so I made a supplementary podcast where I walk through every new mechanic to give my thoughts on how they went.
This is another podcast in my ongoing quest to record a podcast about every expansion. This podcast is all about Nemesis, the second set in the Mercadian Masques block.
Magic is made not by a single designer but by a large group of people. In this podcast, I talk about how that affects game design.
This is another podcast in my ongoing quest to record a podcast about every expansion. This podcast is all about Mercadian Masques.
Today on the podcast, we take a peek at the exciting premiere of Marvel Studios' The Fantastic Four: First Steps as we hear from Pedro Pascal, Vanessa Kirby, Ebon Moss-Bachrach, and Joseph Quinn from the red carpet (1:10). Plus, we spotlight Senior Paralegal for Marvel Studios' Legal and Business Affairs, Matt Gilbert (7:01). And finally, we get the latest from Magic: The Gathering's Max McCall, Sarah Wassell, Mark Rosewater, and Jadine Klomparens as they share the behind-the-scenes creation of the Magic: The Gathering | Marvel's Spider-Man set (14:33). All time codes are approximate. Learn more about your ad choices. Visit podcastchoices.com/adchoices
The very nature of a trading card game is that it's always evolving. In today's podcast, I talk about what that means for Magic design.
In this podcast, I talk all about my trip to this year's San Diego Comic-Con.
In this podcast, I sit down with Andrew Brown, the set lead designer of Edge of Eternities, to talk about the making of the set.
In this podcast, I see if I can talk for 30 minutes about the Magic card back. (Hint: I did it.)
In this podcast, I talk about an R&D expression, "The juice isn't worth the squeeze."
In this podcast, I sit down with Ethan Fleischer, the vision design lead for Edge of Eternities, to talk about the making of the set.
This podcast explores how each of the colors interacts with enchantments.
In this podcast, I walk through the history of how we've used colorless in design.
This podcast explores how each of the colors interacts with creatures.
In this podcast, I talk about how it's not enough for a mechanic to be good in a vacuum.
This podcast explores how each of the colors interacts with artifacts.
In this podcast, I talk about the use of repeat mechanics on singular card designs.
I recently wrote a three-part article about the history of typal themes in Magic. This is my podcast on the topic.
In this podcast, I answer a question from my blog about how we decide when to name and not name mechanics.
In this podcast, I talk all about Stronghold (the second expansion of the Tempest block).
In this podcast, I talk all about Exodus (the third expansion of the Tempest block).
In this podcast, I talk about a concept called futureproofing where we design mechanics to better enable us to use them in the future.
In this podcast, I sit down with the lead designer of Magic: The Gathering®—FINAL FANTASY™ to talk about the set's design.
We design a lot of mechanics. Most don't make it to print. Why? That's my topic for this podcast.
This podcast talks about a tool we use to playtest new mechanics.
In this episode, I walk through many of the design issues that occur during vision design.
Someone on my blog asked me if I ever designed any Magic formats. It turns out that I have, so I spent a podcast episode talking about them.
Inspired by this year's "Nuts & Bolts" column, I walk through how mechanics are created.
In this podcast, I talk about times we decided to reuse mechanics and times we chose to tweak mechanics into something new.
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.
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 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 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 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.
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.
In this podcast, I talk about the team that figures out what in-Multiverse Magic sets we'll be doing in the future.