In this podcast, I talk about the Ice Age Prerelease in Toronto, the first-ever Magic Prerelease.
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In this podcast, I talk about the Ice Age Prerelease in Toronto, the first-ever Magic Prerelease.
In this podcast, I talk about the Ice Age Prerelease in Toronto, the first-ever Magic Prerelease.
In this podcast, I talk about the Ice Age Prerelease in Toronto, the first-ever Magic Prerelease.
In this podcast, Scott Larabee and I reminisce about Magic's distant past.
In this podcast, Scott Larabee and I reminisce about Magic's distant past.
In this podcast, I walk through the making of Eldritch Moon and designing the set's mechanics.
In this podcast, I walk through the making of Eldritch Moon and designing the set's mechanics.
In this podcast, I walk through the making of Shadows over Innistrad and designing the set's mechanics.
In this podcast, I walk through the making of Shadows over Innistrad and designing the set's mechanics.
In this podcast, I talk all about the history of mana symbols, how we use them, how they were created, and more.
In this podcast, I talk all about the history of mana symbols, how we use them, how they were created, and more.
In this podcast, I sit down with the Brian Weissman, long-time Magic pro and expert in card advantage, to talk about the concept of card advantage.
In this podcast, I sit down with the Brian Weissman, long-time Magic pro and expert in card advantage, to talk about the concept of card advantage.
You can't say "yes" to every idea when designing for Magic. In this podcast, I explore reasons why we might not move forward with an idea.
You can't say "yes" to every idea when designing for Magic. In this podcast, I explore reasons why we might not move forward with an idea.
In this podcast, I sit down with the Jadine Klomparens, lead play designer of March of the Machine, to talk about the play design process for the set.
In this podcast, I sit down with the Jadine Klomparens, lead play designer of March of the Machine, to talk about the play design process for the set.
In this podcast, I walk through all the phases and steps of a turn to talk about how design creates cards for each part of the turn.
In this podcast, I walk through all the phases and steps of a turn to talk about how design creates cards for each part of the turn.
In today's podcast, I sit down with Ellie Rice from the Casual Play Design team to talk about their process for March of the Machine.
In today's podcast, I sit down with Ellie Rice from the Casual Play Design team to talk about their process for March of the Machine.
R&D uses a philosophy in design known as F.I.R.E. design. There are a lot of misconceptions as to what it means, so I walk through its philosophy in this podcast.
R&D uses a philosophy in design known as F.I.R.E. design. There are a lot of misconceptions as to what it means, so I walk through its philosophy in this podcast.
I sit down with the lead designer of the March of the Machine Commander decks to talk about their design.
I sit down with the lead designer of the March of the Machine Commander decks to talk about their design.
In this podcast, I talk about one of the most important tools we use for Magic design—databases. I walk through the history of our databases and explain how we use them.
In this podcast, I talk about one of the most important tools we use for Magic design—databases. I walk through the history of our databases and explain how we use them.
I sit down with March of the Machine's Lead Art Director Taylor Ingvarsson to talk about the visual identity of the set.
I sit down with March of the Machine's Lead Art Director Taylor Ingvarsson to talk about the visual identity of the set.
This podcast is another in my "Lessons Learned" series where I talk about sets I led or co-led and all the lessons I learned from designing them. In this episode, I talk about what I learned from making Innistrad: Crimson Vow.
This podcast is another in my "Lessons Learned" series where I talk about sets I led or co-led and all the lessons I learned from designing them. In this episode, I talk about what I learned from making Innistrad: Crimson Vow.
In this podcast, I sit down with Dave Humpherys, the lead set designer of March of the Machine, to talk about the making of the set.
In this podcast, I sit down with Dave Humpherys, the lead set designer of March of the Machine, to talk about the making of the set.
In this podcast, I tell the design story of March of the Machine.
In this podcast, I tell the design story of March of the Machine.
In this podcast, I sit down with Senior Game Designer and Graphic Designer Daniel Holt to talk about how the frames and icons for March of the Machine were designed.
In this podcast, I sit down with Senior Game Designer and Graphic Designer Daniel Holt to talk about how the frames and icons for March of the Machine were designed.
Gavin Verhey recently did a video about the Invitational cards on his YouTube channel Good Morning Magic, inspiring me to do a podcast telling the behind-the-scenes stories of how we made each card.
Gavin Verhey recently did a video about the Invitational cards on his YouTube channel Good Morning Magic, inspiring me to do a podcast telling the behind-the-scenes stories of how we made each card.
In this podcast, I talk all about the making of Magic's third expansion, Legends, which, among other things, introduced multicolor and legendary permanents.
In this podcast, I talk all about the making of Magic's third expansion, Legends, which, among other things, introduced multicolor and legendary permanents.
I recently wrote a new "Nuts & Bolts" column where I talked about the elements a set needs to work well in Limited play. This podcast goes over all the details from that article. If you're interested in building your own set or cube, this is worth a listen. If not, it's still a good insight into the process.
I recently wrote a new "Nuts & Bolts" column where I talked about the elements a set needs to work well in Limited play. This podcast goes over all the details from that article. If you're interested in building your own set or cube, this is worth a listen. If not, it's still a good insight into the process.
In this podcast, I sit down with Harless Snyder and Natalie Kreider to talk about the role of Magic story in the game and the revival of The Magic Story Podcast.
In this podcast, I sit down with Harless Snyder and Natalie Kreider to talk about the role of Magic story in the game and the revival of The Magic Story Podcast.
In this podcast, I talk through numerous mechanics that we've designed but never published.
In this podcast, I talk through numerous mechanics that we've designed but never published.
In this podcast, I sit down with Art Director Ovidio Cartagena to talk about the art direction of Phyrexia: All Will Be One.
In this podcast, I sit down with Art Director Ovidio Cartagena to talk about the art direction of Phyrexia: All Will Be One.
Today, I talk about the role of the product architect and the importance of the position.
Today, I talk about the role of the product architect and the importance of the position.
In this podcast, I talk about the history of artifacts and enchantments and how they evolved to become closer mechanically.
In this podcast, I talk about the history of artifacts and enchantments and how they evolved to become closer mechanically.
I went to Philly to attend MagicCon. This podcast tells of my journey.
I went to Philly to attend MagicCon. This podcast tells of my journey.
So far, I've talked with all five color representatives. That means it's time to talk with a sixth, the colorless representative Ben Weitz.
So far, I've talked with all five color representatives. That means it's time to talk with a sixth, the colorless representative Ben Weitz.
One of the teams I work closest with is the Creative team. In this podcast, I talk about how the Vision Design and Worldbuilding teams work hand in hand.
One of the teams I work closest with is the Creative team. In this podcast, I talk about how the Vision Design and Worldbuilding teams work hand in hand.
In this podcast, I talk about all the different ways cards can impact the players mentally and how we have to account for it in design.
In this podcast, I talk about all the different ways cards can impact the players mentally and how we have to account for it in design.
In this podcast, I talk about how this concept came about and how we design for it.
In this podcast, I talk about how this concept came about and how we design for it.
This is another in my series where I sit down with color representatives from the Council of Colors. In this podcast, I talk with Chris Mooney about white.
This is another in my series where I sit down with color representatives from the Council of Colors. In this podcast, I talk with Chris Mooney about white.
In this podcast, I look at the history of die-rolling cards.
In this podcast, I look at the history of die-rolling cards.
This is another in my series where I sit down with color representatives from the Council of Colors. In this podcast, I talk with Corey Bowen about black.
This is another in my series where I sit down with color representatives from the Council of Colors. In this podcast, I talk with Corey Bowen about black.
This is another podcast in my "Lessons Learned" series where I look back at sets I led (or co-led) to talk about the design lessons I learned. Today's podcast is on Strixhaven: School of Mages.
This is another podcast in my "Lessons Learned" series where I look back at sets I led (or co-led) to talk about the design lessons I learned. Today's podcast is on Strixhaven: School of Mages.
This is another in my series where I sit down with representatives of the colors from the Council of Colors. In this podcast, I talk with Ethan Fleischer about blue.
This is another in my series where I sit down with representatives of the colors from the Council of Colors. In this podcast, I talk with Ethan Fleischer about blue.
In this podcast, I talk about an important aspect of design, something we call logistics (all the physicalness of using a card).
In this podcast, I talk about an important aspect of design, something we call logistics (all the physicalness of using a card).
I sit down with Set Lead Designer Adam Prosak to talk about the design of Phyrexia: All Will Be One.
I sit down with Set Lead Designer Adam Prosak to talk about the design of Phyrexia: All Will Be One.