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Published by Mark Rosewater
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!
On the charts
Every published chart this podcast appears in, in the snapshot behind this page. Each one links to the chart it came off.
From the feed
The latest episodes published to this podcast’s own RSS feed. Titles and descriptions are the publisher’s.
This is the second and final episode where I go through the design of every Book, a relatively new artifact subtype.
Earlier this year we introduced the Book subtype. As of recording this episode, there are currently 49 in Magic . I talk about them all (well, half of them).
In this episode, I talk all about my latest trip to New York Comic Con.
In this episode, I talk about a special kind of design team that we call a mini team. What are they and how do we use them? I explain it all here.
I'm often asked, "Will Magic run out of design space?" This episode seeks to answer that question.
Exploratory design and vision design are the first steps in the design process. There are many teams that do work after we're done, and it's important that we set them up for success. This podcast episode talks about the many ways we do that.
There are a number of frequently used artifact tokens that have their rules attached to their definition in the rules. I talk about them in this episode.
In this episode, I sit down with Ben Weitz, lead play designer for Reality Fracture Limited, to talk about how we approached the set for Limited.
I talk a lot about our enfranchised players. This episode covers the other end of the spectrum.
Magic has had three different evergreen keywords to express that a creature is scary (fear, intimidate, and menace). In this episode, I walk through the history of all three.
Four years ago, I recorded a podcast episode where I talked about all the things we were working on at the time. Everything I talked about has been released, so it's time for a new concurrency podcast where I talk about things we're working on right now.
In this podcast, I sit down with Meris Mullaley, the creative lead for Reality Fracture , to talk all about its creative elements.
This is the start of a new series I'll do from time to time called "What Went Wrong?" In it, I examine something we made that didn't work out. I'll explain why we made it and examine the problems it had. I begin by discussing March of the Machine: The Aftermath .
In this podcast, I sit down with Yoni Skolnik, the lead set designer for Reality Fracture , to talk about the set's design.
This podcast is the history of one of Magic 's hungriest creature types, one I had a huge hand in designing.
Back in December of 2023, I handed off the vision design for Reality Fracture . I recorded this for you to hear my thoughts at the time of handoff.
This is the final part of a seven-part series based on a talk I gave at MagicCon : Amsterdam where I talk about the design of all the cards I had a major hand in that would later get banned or restricted.
One of the important parts of doing Magic design is coming up with things players haven't seen before, but how much innovation is the right amount? In this podcast, I talk all about that issue.
This is the part six of a seven-part series, based on a talk I gave at MagicCon: Amsterdam where I discussed the design of all the cards I had a major hand in that would later get banned or restricted.
Once we print Magic cards, how do we get them to you, the players? This podcast talks about the various ways we do that.
Ranking source
Apple Podcasts rankings via the Mato Topic Intelligence Platform.
Observed November 3, 2026. Cached outside the daily freshness window; the positions keep the date they were taken on.
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