Sveriges 100 mest populära podcasts
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 April 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 some famous A/B mechanics.
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 controversial. The topic recently returned to social media, so I decided to record a podcast about it. I talk about the history of the GDSs, the reasons why there's a multiple-choice test, and get into the specifics of question 28.
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 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 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.
In this podcast, I sit down with designer and puzzle-builder extraordinaire Mark Gottlieb to talk about the making of the puzzles for Murders at Karlov Manor.
In this podcast, I talk about many of the products we've introduced to help teach people how to play and walk through how our philosophy about it has changed over time.
In this podcast, I define the R&D expression "strictly better," discuss its history, and talk about why it's a thing we have to care about.
In this podcasts, I talk with Rules Manager Jess Dunks about how we go about making mechanics work that do things we've never done before.
I talk a lot about all the changes cards go through early in design. In this podcast, I interview Play Designer Ben Weitz to talk about the types of changes the Play Design team makes to cards late in the process.
In this podcast, I go through the process from start to finish of designing a Universes Beyond set.
Most of the time, we create the card design before we commission the art, but not always. In this podcast, I walk through when art comes before design and when we have to design to the art.
This podcast is dedicated to mana cost. I talk about its history as well as the design space it offers designers.
Sometimes it can take a while to get a particular idea to print. This podcast shares some stories of things that took a while to get out to the public.
This podcast was inspired by a number of blog posts asking why we've been adding more restrictions to cards lately.
December 3 marked my 20th anniversary as Magic head designer, and this podcast tells the story of how that came to be. It's also filled with a lot of tips about how someone can work toward their own dream job.
How do we decide when to bring mechanics back? This podcast talks all about it.
Sometimes we make a mechanic and realize later that we could have done it better. This podcast talks about how we make new mechanics that are fixed versions of older ones.
In this podcast, I talk about a procedure we do called a Vision Design Summit.
This podcast is another in my "Lessons Learned" series where I talk about sets I led or co-led and explain the many lessons I learned while making them. This episode is about what I learned leading the design for Unfinity.
In this podcast, I sit down with Graphic Designer Daniel Holt to talk all about the making of expansion symbols.
In this podcast, I take an in-depth look at the current vision design process.
In this podcast, I take an in-depth look at our current exploratory design process.
This is the tenth and final podcast in my three-color philosophy series. This time I talk black-green-blue.
In this podcast, I sit down with Ovidio Cartagena, the art director of The Lost Caverns of Ixalan, to talk about worldbuilding and the visual look of the set.
I interview Co-Set Design Lead Jules Robins to talk about how the underground set moved to Ixalan.
In this podcast, I talk about the vision design for The Lost Caverns of Ixalan. Things don't always work out, so this podcast looks into a very different take on an underground world.