

Magic: The Gathering Drive to Work Podcast
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!
Episodes
Mentioned books

Jul 12, 2019 • 49min
#654: War of the Spark Cards, Part 4
This is part four of a five-part series on card-by-card design stories from War of the Spark.

Jul 12, 2019 • 48min
#653: Other Lessons – Ideas & Execution
As a new series following up my "20 Lessons, 20 Podcasts" series, I'm starting "Other Lessons" to talk about other things I've learned during my time at Wizards. This podcast's lesson is "People overrate ideas and underrate execution."

Jul 3, 2019 • 45min
#652: War of the Spark Cards, Part 3
This is part three of a five-part series on card-by-card design stories from War of the Spark.

Jul 3, 2019 • 43min
#651: War of the Spark Cards, Part 2
This is part two of a five-part series on card-by-card design stories from War of the Spark.

Jun 28, 2019 • 37min
#650: War of the Spark Cards, Part 1
This is part one of a five-part series on card-by-card design stories from War of the Spark.

Jun 28, 2019 • 44min
#649: MagicFest London
So, I went to England for MagicFest London and Mythic Championship II. This podcast talks all about my trip.

Jun 21, 2019 • 39min
#648: Working on the Road
Part of my job is traveling. This podcast talks about what it's like working when traveling as well as the many things that have to be done before or after you've traveled.

Jun 21, 2019 • 40min
#647: Designing Library Effect
This episode is another in my "Designing _____" series where I talk about how we design certain basic effects. In this episode, I talk about effects interacting with the library.

Jun 14, 2019 • 52min
#646: Seeing the World
Working on Magic has taken me to many countries around the world. In this podcast, I reminisce about all the places I've visited on Magic's dime.

Jun 14, 2019 • 31min
#645: Languages
Magic is printed in eleven languages. In this podcast, I talk about how that came to be and how making a game printed in so many languages impacts game design.


