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In this episode, I sit down with Magic: The Gathering® | The Hobbit™ Set Design Lead Annie Sardelis to talk about the making of the set.
This is part two of a new series, based on a talk I gave at MagicCon: Amsterdam, where I talk about the design of all the cards I had a major hand in that would later be banned or restricted.
There comes a time for many players where the game changes in such a way that it moves away from what they loved most about it. I talk about this phenomenon and detail my own personal "dark night of the soul" experience.
This is the start of a new series, based on a talk I gave at MagicCon: Amsterdam, where I talk about the design of all the cards I had a major hand in that would later be banned or restricted.
I use this episode to talk about dealing with negativity online.
This is another in my series where I attempt to give every Magic expansion an episode of my podcast. Today, I talk about Ravnica Allegiance, the second set of our third visit to Ravnica.
This episode is another in my series where I talk about every Magic expansion. Today, I talk about Rivals of Ixalan, the second set in the Ixalan block.
In this episode, I explain what a mana curve is and how they impact how we design Magic sets.
In this episode, I talk about the weird fact that I'm a published Magic artist on an evergrowing number of cards. Note that I recorded this before Bicycle Elemental was made public.
One of the most complicated elements of the Magic rules is something known as "layers." I sit down with the man in charge of the rules, Jess Dunks, to help walk through an introduction to layers.
Here, I talk about the basic strategy when playing Mood Swings. To make sure everyone gets their full allotment of Magic design episodes, this episode is bonus content.
This episode is another in my series to talk about every Magic expansion. Here, I talk about Aether Revolt, the second set in the Kaladesh block.
In this episode, I talk about the pressures of changing things that have been the same for decades.
We sat down with Lead Vision Designer Mark Rosewater to discuss the design behind Magic: The Gathering's latest Universe's Beyond set, Marvel Super Heroes. From color choices to theme to navigating canon, Mark has insight on it all.
In this episode, I cover one of the main goals of game design: to create specific emotional responses in the players.
In this episode, I talk about many of the weird elements of Magic's first set.
This episode is part five of a five-part series. In it, I go through every single Mood Swings card, in collectible number order, and talk about how they were designed, including many of the changes they went through and some strategic tips on how to play them. Note: This is a bonus episode for this week.
In this episode, I talk about designing Magic: The Gathering® | Marvel Super Heroes.
I just returned from a trip to Los Angeles, California, where I went to a red carpet event celebrating Magic: The Gathering® | Marvel Super Heroes. I then spent three days doing interviews about the set at Summer Game Fest. This podcast talks all about that trip.
This episode is part four of a five-part series. In it, I go through every single Mood Swings card, in collectible number order, and talk about how they were designed, including many of the changes they went through and some strategic tips on how to play them. Note: This is a bonus episode for this week.
This episode is part one of a two-part series where I talk about the designs of all the cards that have a mana value of 11 or higher.
This episode is part two of a two-part series where I talk about the designs of all the cards that have a mana value of 11 or higher.
This episode is part three of a five-part series. In it, I go through every single Mood Swings card, in collectible number order, and talk about how they were designed, including many of the changes they went through and some strategic tips on how to play them. Note: This is a bonus episode for this week.
In this episode, I talk about the pros and cons of the depth of Magic's gameplay.
In this episode, I talk about the history of one of Magic's greatest mechanics, landfall.
This episode is part two of a five-part series. In it, I go through every single Mood Swings card, in collectible number order, and talk about how they were designed, including many of the changes they went through and some strategic tips on how to play them. Note: This is a bonus episode for this week.
In this episode, I talk about putting together the larger story arc of the Phyrexian War storyline from Throne of Eldraine through March of the Machine.
What is "the rule"? Why does Magic have it? (It didn't always.)
This episode is part one of a five-part series. In it, I go through every single Mood Swings card, in collectible number order, and talk about how they were designed, including many of the changes they went through and some strategic tips on how to play them. Note: This is a bonus episode for this week.
This episode is another in my series to talk about every Magic set release. Today, I discuss the third set in the original Theros block, Journey into Nyx.
How did I make Mood Swings into a simple, fast-paced trading card game? This episode talks about my 28 years of iteration and, for those of you interested in how a person designs a game from scratch, walks through how I created the game.
In this episode, I talk about all about my adventures at MagicCon: Las Vegas 2026.
In 1998, I came up with the idea of a more accessible trading card game. That game is called Mood Swings and goes on sale starting June 1 on MagicSecretLair.com. This podcast talks about my 28-year journey to get it made.
About MarkMark Rosewater is the Head Designer for Magic: The Gathering and one of the most influential voices in modern game design. With decades of experience shaping one of the most successful and enduring games in the world, Mark has led the design of countless sets and pioneered many of the systems that define Magic today. Known for his deep understanding of player psychology and his ability to translate complex ideas into elegant design, Mark has spent his career exploring what makes games resonate on an emotional level. In this episode, he shares hard-earned lessons about creativity, audience connection, and why great design starts with how you want players to feel.* Check out Mood Swings, a new game by Mark Rosewater* Making Magic* Magic: The Gathering Drive to Work Podcast* Mark Rosewater Tumblr* Mark Rosewater BskyJustin's Ah-Ha! MomentsWhy You Should Fear Indifference More Than Criticism: Strong negative reactions mean people care about your game. Indifference means it didn't land at all. The best games spark emotion, even when that emotion is mixed or uncomfortable.The Real Goal of Game Design Is Emotional Impact: Mechanics are only a means to an end. What players remember is how the game made them feel: tension, excitement, surprise, or triumph. The most effective designs start with the emotional experience and use mechanics to deliver it.Why Complexity Can Be a Strength When Used Correctly: Magic: The Gathering continues to grow as a game because of its depth and the space it offers for expansion. Yet the secret to a complex game is that it still needs enough clarity for new players to enter. When creating a game with complexity, the goal is to preserve what makes your game compelling while making it accessible.Show Notes“Good design is all about making wrong choices.” (00:11:17)Becoming a great designer requires exploring, testing, and discovering what doesn't work. Every wrong choice teaches you something. The faster you're willing to be decisive and commit to your ideas, the faster you get to something that actually works. Don't hesitate—commit and learn from it.“The data is so essential.” (00:20:50)Mark explains how much of Magic's success comes from constantly listening to players and analyzing behavior. There's no shortage of data (playtests, player feedback, sales trends, format popularity) but the challenge is knowing what to do with it. He says that data is all about finding patterns and understanding what's actually driving player behavior. Players will tell you what they like, but not always why. Part of the designer's job is to interpret those signals and turn them into better decisions about what to build next.“The idea essentially is can we sell somebody a basic game that is expandable if they want it to be expandable, but not if they don't.” (00:45:52)Here Mark is talking specifically about the structure of his new game. The goal is to create a complete experience out of the box, while still allowing for expansion over time. That's a difficult balance. If the base game feels incomplete, casual players drop off. If expansions feel unnecessary, engaged players lose interest.“I've had 28 years of iterative loops.” (01:12:33)Mark has been revisiting Mood Swings for nearly three decades, refining and rethinking it over time. While this is an extreme version of iteration, it highlights a broader truth, which is that some ideas take years to fully realize. Sometimes the idea for a game will evolve alongside your skills and perspective. The lesson is to hold onto ideas that matter, keep testing them, and recognize that the right version may only emerge much later.“If you can make your audience see themselves in your game, you will be very successful.” (01:30:17)Mark and I discuss how the way a game ties to a player's identity drives replayability. Systems like colors in Magic or classes and races in Dungeons & Dragons give players a way to express who they are through play. That sense of self-expression creates a deeper connection, turning the game into a space where players can explore different versions of themselves in a safe and meaningful way. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
Who is Goat Guy? Why is he important? There's only one way to find out.
This is another in my quest to do an episode on every Magic set release. This one is about the design of Born of the Gods, the second set in the Theros block.
In this episode, I talk about the role games can play in a person's identity and how that affects our approach to designing Magic.
In this episode, I sit down with Creative Lead Lauren Bond to talk about the worldbuilding of Secrets of Strixhaven.
In this podcast, I sit down with Reggie Valk, set design lead for Secrets of Strixhaven, to talk about the set's design.
For eight years, I was in charge of overseeing final-day video production for the Pro Tour. In this podcast, I talk all about it.
In this podcast, I talk about the design of Secrets of Strixhaven.
This podcast talks about the history of Charms in Magic.
It's been over a decade since I did a podcast about Blogatog, my blog where I answer questions daily, so I felt it was time for a second podcast on it.
This podcast is all about how Magic design interacts with nostalgia.
In this episode, I sit down with Senior Director Lindsey Bartell to talk about Secret Lair.
Last year, I celebrated my 30th anniversary of working at Wizards of the Coast and on Magic. In this episode, I look back and explore how I've changed as a designer over the last three decades.
This podcast is another in my ongoing quest to talk about every Magic expansion. In it, I talk about the third set in the Scars of Mirrodin block, New Phyrexia.
Do I have 30 minutes of content about collector numbers? It turns out I do.
For this week's podcast, I sit down with Magic: The Gathering® | Teenage Mutant Ninja Turtles Lead Designer Eric Engelhard to talk about the set's design.
In this podcast, I respond to a post that proposed Magic should "stick to its fantasy roots." As a Magic historian, I make the case that Magic has been stretching the boundaries of what fantasy is since Limited Edition (Alpha). For those who like deep dives into Magic history, this episode is for you.