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

Episodes (Total: 455 / Page: 1)
July 21, 2017 · 00:44:08
In this podcast, I talk about the role complexity plays in game design.
July 21, 2017 · 00:40:45
In this podcast, I talk about the mechanic flashback. I discuss how it got originally designed and the many different blocks that have used it.
July 14, 2017 · 00:36:23
This is second part of my two-part series on the design of Amonkhet.
July 14, 2017 · 00:41:35
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.
July 7, 2017 · 00:38:38
One of the questions I get most often is "How can I become a game designer?" I answer that question in this podcast.
July 7, 2017 · 00:38:25
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."
June 30, 2017 · 00:43:55
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.
June 30, 2017 · 00:35:19
Wizards has made many games other than Magic. So many, in fact, that I needed two podcasts to talk about them all.
June 22, 2017 · 00:38:40
Magic is just one of the games Wizards of the Coast has made. Today, I walk through the many, many others.
June 22, 2017 · 00:38:57
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."
June 16, 2017 · 00:35:48
I talk about the use of different frames and walk through the many times we've used frames to aid the game mechanically.
June 16, 2017 · 00:40:54
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.
June 9, 2017 · 00:39:21
One of my popular features in my "Tales from the Pit" comic is an ongoing "sit-com" with planeswalkers I make using the Funko Pop! figures. I call the recurring feature "Sparks." In this podcast, I talk about how it came about and what I did to find the humor in the planeswalkers.
June 9, 2017 · 00:38:30
In this podcast, I talk about the difference of designing a set for a new world and designing for a return.
June 2, 2017 · 00:35:30
This is a history podcast where I talk all about the history of Prereleases, from the first one for Ice Age to modern day.
June 2, 2017 · 00:38:26
Wizards of the Coast makes games other than Magic. Today, I talk about one of our other big games. I discuss its history, how it influenced Magic, and how it came to be a Wizards of Coast game.
May 26, 2017 · 00:26:53
I talk a lot about the design of Magic, but there are many other teams that design has to work with. This podcast talks about all these other teams. I talk through the lens of Amonkhet, so if you’re eager to hear a few Amonkhet stories, you might want to give this a listen.
May 26, 2017 · 00:31:52
In this podcast, I talk about the nuts of bolts of rarity, including some history about how different rarities have worked over the years.
May 19, 2017 · 00:30:07
This is part two of a two-part series where I examine the first Great Designer Search in detail. I walk through all the tests to get in and then all the challenges given to the contestants.
May 19, 2017 · 00:41:14
This is part one of a two-part series where I examine the first Great Designer Search in detail. I walk through all the tests to get in and then all the challenges given to the contestants.