Join Magic: The Gathering Head Designer Mark Rosewater as he shares stories, insights, and more while driving to work. Listen and learn more about how Magic is made!
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Feeling down? Is Joy a chore? The Joyspiracy Theory: A theory stating that in spite of corruption, deception, and conspiracy one can still experience chronic joy everyday.
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#1188: The History of Magic Design, Part 7
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This episode is part seven of an eight-part series where I go through the entire history of Magic design to talk about design evolution over the years.Par Mark Rosewater
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#1187: Foundations Starter Collection Design with Carmen Klomparens
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In this podcast, I sit down with Carmen Klomparens, lead designer of the Magic: The Gathering Foundations Starter Collection, to talk about the design of the product.Par Mark Rosewater
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#1186: The History of Magic Design, Part 6
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This episode is part six of an eight-part series where I go through the entire history of Magic design to talk about design evolution over the years.Par Mark Rosewater
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#1185: Foundations Design with Bryan Hawley
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In this podcast, I sit down with Foundations's Lead Set Designer Bryan Hawley to talk about the design of the set's product suite.Par Mark Rosewater
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#1184: The History of Magic Design, Part 5
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This episode is part five of an eight-part series where I go through the entire history of Magic design to talk about design evolution over the years.Par Mark Rosewater
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In this podcast, I go through all the mechanics that interact with the graveyard in some way.Par Mark Rosewater
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#1182: The History of Magic Design, Part 4
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This episode is part four of an eight-part series where I go through the entire history of Magic design to talk about design evolution over the years.Par Mark Rosewater
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#1181: Backwards Compatibility
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When we design new Magic cards and mechanics, we have to be conscious of how those cards will play with the cards and mechanics that already exist. In this podcast, I talk about what we do to make sure they play well together.Par Mark Rosewater
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#1180: The History of Magic Design, Part 3
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This episode is part three of an eight-part series where I go through the entire history of Magic design to talk about design evolution over the years.Par Mark Rosewater
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Once a week, the Magic designers get together to talk through technical design issues. That meeting is called "Cardcrafting," and I talk about it in this podcast.Par Mark Rosewater
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#1178: The History of Magic Design, Part 2
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This episode is part two of an eight-part series where I go through the entire history of Magic design to talk about design evolution over the years.Par Mark Rosewater
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#1177: 2023–24 Mechanics Review
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In this episode, I take all the sets I talked about in my "State of Design 2024" article (The Lord of the Rings: Tales of Middle-earth™ through Modern Horizons 3) and walk through every new mechanic with my personal thoughts on them and what we've learned about them.Par Mark Rosewater
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#1176: The History of Magic Design, Part 1
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This episode is part one of an eight-part series where I go through the entire history of Magic design to talk about design evolution over the years.Par Mark Rosewater
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#1175: Duskmourn Worldbuilding with Emily Teng
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In this episode, I sit down with Emily Teng, the Duskmourn: House of Horror worldbuilding lead, to talk about the creation of this brand-new plane.Par Mark Rosewater
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In this podcast, I talk about what divides normal Eternal-legal Magic mechanics from silver-bordered and acorn mechanics.Par Mark Rosewater
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#1173: Duskmourn Set Design with Jules Robins
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In this podcast, I sit down with Jules Robins, lead set designer of Duskmourn: House of Horror, to talk about the design of the set.Par Mark Rosewater
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#1172: Lessons Learned – March of the Machine
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This is another episode in my "Lessons Learned" series where I look back at sets I led or co-led and walk through the many lessons I learned from doing the design. In this podcast, I talk about what I learned designing March of the Machine.Par Mark Rosewater
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#1171: Duskmourn Art with Ovidio Cartagena
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In this podcast, I sit down with Ovidio Cartagena, the art director for Duskmourn: House of Horror, to talk about the visual look of the set.Par Mark Rosewater
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#1170: Duskmourn Vision Design with Annie Sardelis
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In this podcast, I sit down with Annie Sardelis, the lead vision designer of Duskmourn: House of Horror, to talk about the early design of the set. Annie also led the design of the set's Commander decks, so we talk about those as well.Par Mark Rosewater
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In this podcasts, I talk about the history of various Magic card borders and frames.Par Mark Rosewater
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We banned a card this week that stirred up a lot of talk. I then wrote a blog entry on it that stirred up additional talk. This podcast is me explaining the issue with the extra context that having 30 minutes to talk provides.Par Mark Rosewater
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In this podcast, I explore why the colors are allies with those next to them in the color pie and enemies with those across.Par Mark Rosewater
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#1166: State of Design 2024
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Each August, I write an article where I review the last year's worth of Magic design. This podcast looks into the history and philosophy behind these articles.Par Mark Rosewater
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#1165: Bloomburrow Art Direction with Zack Stella
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In this podcast, I sit down with Zack Stella, Bloomburrow's art director, to talk about the visual look of the set.Par Mark Rosewater
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Thus far, there have been seven stages of Magic design. In this podcast, I walk through each stage and explain the changes each brought to the game.Par Mark Rosewater
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#1163: Bloomburrow Worldbuilding with Neale LaPlante Johnson
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In this podcast, I sit down with Neale LaPlante Johnson, the lead worldbuilding designer for Bloomburrow, to talk about the making of the plane.Par Mark Rosewater
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#1162: San Diego Comic-Con 2024
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This podcast is all about my trip to this year's San Diego Comic-Con where I ran the Magic panel.Par Mark Rosewater
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#1161: Bloomburrow Play Design with Jadine Klomparens
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I sit down with Play Designer Jadine Klomparens to talk about the play design of Bloomburrow.Par Mark Rosewater
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In this podcast, I talk about the various ways we can make the hand matter mechanically.Par Mark Rosewater
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In this podcast, I talk about the design technique of making a new theme by combining numerous mechanical themes.Par Mark Rosewater
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In this podcast, I examine what exactly power level is and how it impacts design.Par Mark Rosewater
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#1157: Bloomburrow Set Design with Ian Duke
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In this episode, I sit down with Set Design Lead Ian Duke to talk about the later design of Bloomburrow.Par Mark Rosewater
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In this podcast, I examine what makes for fun gameplay.Par Mark Rosewater
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