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Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Magic: The Gathering Drive to Work Podcast

A weekly Games, Hobbies and Other Games podcast featuring Mark Rosewater
Good podcast? Give it some love!
Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Magic: The Gathering Drive to Work Podcast

Episodes
Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Magic: The Gathering Drive to Work Podcast

A weekly Games, Hobbies and Other Games podcast featuring Mark Rosewater
Good podcast? Give it some love!
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Episodes of Magic

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Back in 1999, the Magic rules had the biggest change in the history of the game in conjunction with the release of Sixth Edition. In this podcast, I walk through the major changes that happened.
My father, Gene Rosewater, died on March 17. In this podcast, I share stories about him that relate to Magic. Warning: This one's a bit of a tear-jerker.
A/B mechanics are mechanics that require a separate subset of cards to work (such as madness requiring cards that make you discard). In this episode, I talk about how we design A/B mechanics, the challenges of making them, and the history of so
Back in 2018, we ran the Great Designer Search 3 (GDS3). Part of that event was a multiple-choice test many contestants took to qualify for the next part of the qualification. One question from that test, question number 28, proved to be contro
In this podcast, I sit down with Outlaws of Thunder Junction Lead Play Designer Jadine Klomparens to talk about the play design of the set.
In this podcast, I talk about a concept I learned from my days in Hollywood and how I apply it to Magic design.
In this podcast, I sit down with Dave Humpherys, set design lead for Outlaws of Thunder Junction, to talk about the set design of the latest expansion.
In honor of Outlaws of Thunder Junction, I did a card-by-card design podcast on cards with creature type Mercenary.
In this podcast, I talk about the early design of Outlaws of Thunder Junction.
Before I get into Outlaws of Thunder Junction, I see if I can name every non-core expansion set in order with a bit of trivia about each one.
During my MagicCon: Chicago talk where I listed my top 20 mechanics of all time, I also showed a slide for my top 20 evergreen mechanics and said that one day, I'd do a podcast on it. Today is that day. This is part two of two.
During my MagicCon: Chicago talk where I listed my top 20 mechanics of all time, I also showed a slide for my top 20 evergreen mechanics and said that one day, I'd do a podcast on it. Today is that day. This is part one of two.
In this podcast, I explain what it was like to play Magic in 1993.
In this podcast, I share what Magic R&D refers to as the "elephant in boots" problems and how we work to solve it.
This is my third podcast in a three-part series talking about the 20 best non-evergreen mechanics of all time. It's based on a talk I gave at MagicCon: Chicago.
This is the second of a three-part series talking about the 20 best non-evergreen mechanics of all time. It's based on a talk I gave at MagicCon: Chicago.
Recently at MagicCon: Chicago, I did a talk called "The 20 Best Mechanics of All Time," which you can watch here. This podcast covers part one of that talk.
In this podcast, I talk about my time at last weekend's MagicCon: Chicago.
Ten years ago, I released a podcast on playtesting, but a lot has changed. In this podcast, I look at how we playtest today.
In this podcast, I talk about the importance of synergy in Magic design.
We spend a long time designing sets, constantly improving on every aspect possible. But how and when do we decide to step away? In this podcast, I explore the subject of perfectionism.
In this podcast, I talk about the basics of designing puzzles.
In this podcast, I look back at the advertising of the first ten years of Magic.
In this podcast, I sit down with Andrew Brown, co-lead set designer on Murders at Karlov Manor, to talk about the making of the set.
In this podcast, I pay tribute to longtime Magic designer Erik Lauer who recently retired.
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