Musicians, authors, and other newmakers, all interviewed on 94.1 KSLG by DJ Myles Cochrane.
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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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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.By Mark Rosewater
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In this episode, I walk through many of the design issues that occur during vision design.By Mark Rosewater
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In this podcast, I talk about times we decided to reuse mechanics and times we chose to tweak mechanics into something new.By Mark Rosewater
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Inspired by this year's "Nuts & Bolts" column, I walk through how mechanics are created.By Mark Rosewater
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In this episode, I walk through the history of Magic and talk about how communicating with players has changed over the years.By Mark Rosewater
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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.By Mark Rosewater
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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.By Mark Rosewater
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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.By Mark Rosewater
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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.By Mark Rosewater
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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.By Mark Rosewater
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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.By Mark Rosewater
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In this podcast, I talk about the team that figures out what in-Multiverse Magic sets we'll be doing in the future.By Mark Rosewater
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This podcast is part three of a three-part series walking through the three psychographics. Today, I explore the psychological analysis of Spike.By Mark Rosewater
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#1231: Tarkir: Dragonstorm Creative with Lauren Bond
29:51
29:51
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29:51In 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.By Mark Rosewater
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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.By Mark Rosewater
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#1229: Tarkir: Dragonstorm Set Design with Adam Prosak
36:15
36:15
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36:15In this podcast, I sit down with Tarkir: Dragonstorm Set Design Lead Adam Prosak to talk about the set's design.By Mark Rosewater
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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.By Mark Rosewater
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In this episode, I walk through the vision design for Tarkir: Dragonstorm and talk about the evolution of the Dragon subtype and clan mechanics.By Mark Rosewater
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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 …
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#1225: Interrupts in Limited Edition (Alpha)
30:57
30:57
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30:57Magic'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).By Mark Rosewater
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In this episode, I explain the value of themes by going through the various teams that work on a Magic set.By Mark Rosewater
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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.By Mark Rosewater
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#1222: Top 20 Most Influential Designs, Part 3
34:31
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34:31This is part three of a three-part series going over a talk I gave at MagicCon: Chicago 2025.By Mark Rosewater
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#1221: Top 20 Most Influential Designs, Part 2
43:39
43:39
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43:39This is part two of a three-part series going over a talk I gave at MagicCon: Chicago 2025.By Mark Rosewater
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#1220: Top 20 Most Influential Designs, Part 1
34:46
34:46
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34:46This is part one of a three-part series going over a talk I gave at MagicCon: Chicago 2025.By Mark Rosewater
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In this episode, I talk about my recent trip to MagicCon: Chicago.By Mark Rosewater
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This episode looks back at the design of Weatherlight, the third set in the Mirage block.By Mark Rosewater
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This episode looks back at the design of Visions, the second set in the Mirage block.By Mark Rosewater
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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.By Mark Rosewater
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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.By Mark Rosewater
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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.By Mark Rosewater
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#1213: Aetherdrift Set Design with Yoni Skolnik
30:44
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30:44In 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.By Mark Rosewater
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I talk about the history of drawback mechanics, what they are, how we design them, and how they've changed over the years.By Mark Rosewater
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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.By Mark Rosewater
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In this podcast, I walk through the various reasons why we reprint cards at a different rarity.By Mark Rosewater
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In this podcast, I talk about the history of the protection mechanic, starting from Limited Edition (Alpha) to present day.By Mark Rosewater
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In this podcast, I walk through Magic's history to talk about how the use of creature types has changed over time.By Mark Rosewater
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#1207: Lessons Learned – The Lost Caverns of Ixalan
32:31
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32:31This 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.By Mark Rosewater
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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.By Mark Rosewater
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In this podcast, I sit down with JC Tao, the lead designer of Innistrad Remastered, to talk about the making of the set.By Mark Rosewater
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In this podcast, I talk all about the design of Apocalypse, another set from the Invasion block.By Mark Rosewater
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In this podcast, I talk all about the design of Planeshift, a set from the Invasion block.By Mark Rosewater
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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.By Mark Rosewater
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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.By Mark Rosewater
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This is part two of my two-part series where I talk about the history of two-in-one cards.By Mark Rosewater
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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 i…
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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.By Mark Rosewater
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#1197: Top-Down and Bottom-Up Design Evolution
36:20
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36:20There 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.By Mark Rosewater
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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.By Mark Rosewater
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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.By Mark Rosewater
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