In this podcast, I talk about my latest trip to San Diego Comic-Con, including discussing the many things I talked about in my Magic panel.
My eldest daughter Rachel and I again went to New York City to attend a convention about Broadway, so I again made a podcast about it.
When we make a new mechanic, how do we figure out how many cards can be made with the new mechanic? This concept is called mechanical depth, and in this podcast, I explain how we figure it out and the ramifications it has on design.
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 Zendikar Rising.
I sit down with Tom Jenkot and Sarah Wassell to talk about the making of Booster Fun variants (all the cool alternate-art cards and special card frames that we do in a set).
I sit down with Designer Bryan Hawley to talk about the design of Double Masters 2022.
In this podcast, I give my feedback on Spice8Rack's video about the history and influence of the Un- sets. You can watch that here: https://www.youtube.com/watch?v=rYYjjrG-hCo
This podcast is part three of a three-part series on the design of Return to Ravnica block. In this episode, I talk about the design of Dragon's Maze.
This podcast is part two of a three-part series on the design of Return to Ravnica block. In this episode, I talk about the design of Gatecrash.
This podcast is part one of a three-part series on the design of Return to Ravnica block. I start by talking about the design of Return to Ravnica.
This podcast talks about what being deciduous means for mechanics and then goes through the list of all the deciduous mechanics.
In this podcast, I talk about the history of basic lands and how their evolution over time influenced the rest of Magic.
For this podcast, I walk through all the different issues that have to be addressed when designing a new mechanic from early exploratory design all the way through the end of the design.
I sit down with Designer Gavin Verhey to talk about the design of Commander Legends: Battle for Baldur's Gate's Commander decks.
For this podcast, I look at how the creative components (name, art, flavor text, card concept) are made from start to finish in the making of a Magic set.
I sit down with Designer Corey Bowen to talk about the set design of Commander Legends: Battle for Baldur's Gate.
For this podcast, I look at the history and design evolution of double-faced cards.
I sit down with designer Glenn Jones top talk about the vision design of Commander Legends: Battle for Baldur's Gate.
This is the second of a three-part series looking at the design of original Mirrodin block.
This is the third of a three-part series looking at the design of original Mirrodin block.
This is the first of a three-part series looking at the design of original Mirrodin block.
I talk with Editor Gregg Luben about the challenges of editing a Magic set. In particular, we talk about his editing of Kamigawa: Neon Dynasty.
A carpenter has his hammer and drill. What are the most important tools for a Magic designer and how are they used to solve the essential challenges of making a trading card game?
I sit down with Chris Mooney, lead set designer of the Streets of New Capenna Commander decks, to talk about their design.
In this podcast, I talk about the many types of restrictions R&D uses on spells and abilities, and why they're important for the game.
I sit down with Jules Robins, lead set designer of Streets of New Capenna, to talk about the design of the set.
In this podcast, I talk about designing Streets of New Capenna.
I sit down with Creative Team Member Emily Teng to talk about worldbuilding and the making of Kamigawa: Neon Dynasty.