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Magic: The Gathering Drive to Work Podcast

Wizards of the Coast


Podcast Overview

Magic: The Gathering Head Designer Mark Rosewater shares stories, insights, and more while driving to work. Listen in and learn more about Magic!

Podcast Episodes

#453: Amonkhet, Part 2

This is second part of my two-part series on the design of Amonkhet.

#452: Amonkhet, Part 1

I asked for feedback about my podcast, and one of the most common replies I got was that people would like me to occasionally mix in more recent design stories. So, this is part one of a two-part series on the design of Amonkhet.

#451: Becoming a Game Designer

One of the questions I get most often is "How can I become a game designer?" I answer that question in this podcast.

#450: R&D, Wave Three

From time to time, I dedicate a show to talking about the many people who have worked on Magic. In this podcast, I'm talking again about R&D—this time covering the group I dub the "third wave."

#449: Counters

In this podcast, I talk about one of the design tools we use—counters. I go through the various kinds and talk about how counters help us expand what we can do in design.

#448: Other Wizards Games, Part 2

Wizards has made many games other than Magic. So many, in fact, that I needed two podcasts to talk about them all.

#447: Other Wizards Games

Magic is just one of the games Wizards of the Coast has made. Today, I walk through the many, many others.

#446: 20 Lessons: Bluntness

This podcast is the fourteenth in my 20-podcast series based on a GDC speech I gave in 2016 about 20 of the lessons I've learned designing Magic for 20 years. The lesson of this podcast is "Don't be afraid to be blunt."

#445: Frames

I talk about the use of different frames and walk through the many times we've used frames to aid the game mechanically.

#444: Vanilla Matters

On my blog, there was some discussion about the mechanical theme of "vanilla matters." (Vanilla creatures are creatures without rules text.) It was a complex topic, so I decided to spend a whole car ride explaining why the "vanilla matters" theme is so hard to do.

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