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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!
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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.
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