Magic: The Gathering Drive to Work Podcast podcast cover art

Magic: The Gathering Drive to Work Podcast

ByMark Rosewater
1246 episodes

Podcast Summary

Join Mark Rosewater, the Head Designer of Magic: The Gathering, on an insightful journey in the "Magic: The Gathering Drive to Work Podcast." As he navigates the daily commute, Mark shares captivating stories and behind-the-scenes insights into the creative process of one of the world's most beloved trading card games. What sets this podcast apart is its unique blend of casual storytelling and deep dives into game design theory. Listeners can expect discussions on why many innovative mechanics don't make it to print and the elaborate playtesting techniques used to refine new ideas. With appearances from renowned figures in the gaming industry, including pro players and fellow designers, the podcast offers a fascinating look at the intersection of creativity and strategy. Whether you’re a seasoned player or new to the game, each episode promises to deepen your appreciation for the art and science behind Magic: The Gathering. Tune in for a ride filled with inspiration and discovery!

#1

#1246: Why Mechanics Don't Make It

We design a lot of mechanics. Most don't make it to print. Why? That's my topic for this podcast.

2025-05-3033mins
#2

#1245: Test Decks

This podcast talks about a tool we use to playtest new mechanics.

2025-05-3030mins
#3

#1244: Formats I Made

Someone on my blog asked me if I ever designed any Magic formats. It turns out that I have, so I spent a podcast episode talking about them.

2025-05-2331mins
#4

#1243: Vision Design Issues

In this episode, I walk through many of the design issues that occur during vision design.

2025-05-2336mins
#5

#1242: Repeats and Tweaks

In this podcast, I talk about times we decided to reuse mechanics and times we chose to tweak mechanics into something new.

2025-05-1631mins
#6

#1241: Making Mechanics

Inspired by this year's "Nuts & Bolts" column, I walk through how mechanics are created.

2025-05-1631mins
#7

#1240: Communications

In this episode, I walk through the history of Magic and talk about how communicating with players has changed over the years.

2025-05-0930mins
#8

#1239: Top 20 Worst Mechanics, Part 3

This podcast is part three of three on my series about the 20 worst mechanics of all time, based on my talk at last year's MagicCon: Las Vegas.

2025-05-0933mins

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#9

#1238: Top 20 Worst Mechanics, Part 2

This podcast is part two of three on my series about the 20 worst mechanics of all time, based on my talk at last year's MagicCon: Las Vegas.

2025-05-0230mins
#10

#1237: Top 20 Worst Mechanics, Part 1

This podcast is part one of three on my series about the 20 worst mechanics of all time, based on my talk at last year's MagicCon: Las Vegas.

2025-05-0230mins
#11

#1236: Mel

This is part two of a two-part series on the aesthetic profiles. This time, I talk about Mel, the player who aesthetically appreciates mechanics.

2025-04-2531mins
#12

#1235: Bigger than the Box

When Richard Garfield first made Magic, he liked to say it was "a game bigger than the box." In this episode, I walk through what exactly that phrase means and the challenges of making a game that accomplishes this.

2025-04-2531mins
#13

#1234: Vorthos

This podcast is part one of a two-part series on the aesthetic profiles. Up first, I talk all about Vorthos, the player who aesthetically appreciates flavor.

2025-04-1832mins
#14

#1233: Arc Planning

In this podcast, I talk about the team that figures out what in-Multiverse Magic sets we'll be doing in the future.

2025-04-1831mins
#15

#1232: Spike

This podcast is part three of a three-part series walking through the three psychographics. Today, I explore the psychological analysis of Spike.

2025-04-1131mins
#16

#1231: Tarkir: Dragonstorm Creative with Lauren Bond

In this podcast, I sit down with the creative lead for Tarkir: Dragonstorm, Lauren Bond, to talk about the worldbuilding and creative execution of the set.

2025-04-1129mins
#17

#1230: Johnny and Jenny

This podcast is part two of a three-part series walking through the three psychographics. Today, I explore the psychological analysis of Johnny and Jenny.

2025-04-0433mins
#18

#1229: Tarkir: Dragonstorm Set Design with Adam Prosak

In this podcast, I sit down with Tarkir: Dragonstorm Set Design Lead Adam Prosak to talk about the set's design.

2025-04-0436mins
#19

#1228: Timmy and Tammy

This episode is part one of a three-part series walking through the three psychographics. I start today with exploring the psychological analysis of Timmy and Tammy.

2025-03-2835mins
#20

#1227: Tarkir: Dragonstorm Vision Design

In this episode, I walk through the vision design for Tarkir: Dragonstorm and talk about the evolution of the Dragon subtype and clan mechanics.

2025-03-2830mins
#21

#1226: Replies with Rachel and Sarah

Many years ago, I would drive my eldest daughter to school, and occasionally, we did a segment called "Replies with Rachel" where the two of us would answer questions. I then did another segment with my youngest daughter Sarah called "Small Talk with Sarah" when I drove her to camp. Today, for the first time, I have both my daughters and all three of us answer your questions. I will note the audio quality for this podcast isn't my best, but I hope the content makes up for it.

2025-03-2132mins
#22

#1225: Interrupts in Limited Edition (Alpha)

Magic's very first set had a card type that no longer exists called interrupts. In this episode, I walk through all the cards of this card type in Limited Edition (Alpha).

2025-03-2130mins
#23

#1224: Why We Do Themes

In this episode, I explain the value of themes by going through the various teams that work on a Magic set.

2025-03-1433mins

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#24

#1223: Design Feedback

In this episode, I explain the numerous ways designers give feedback to each other by going through the entire exploratory design and vision design process.

2025-03-1432mins
#25

#1222: Top 20 Most Influential Designs, Part 3

This is part three of a three-part series going over a talk I gave at MagicCon: Chicago 2025.

2025-03-0734mins
#26

#1221: Top 20 Most Influential Designs, Part 2

This is part two of a three-part series going over a talk I gave at MagicCon: Chicago 2025.

2025-03-0743mins
#27

#1220: Top 20 Most Influential Designs, Part 1

This is part one of a three-part series going over a talk I gave at MagicCon: Chicago 2025.

2025-02-2834mins
#28

#1219: MagicCon: Chicago 2025

In this episode, I talk about my recent trip to MagicCon: Chicago.

2025-02-2830mins
#29

#1218: Weatherlight

This episode looks back at the design of Weatherlight, the third set in the Mirage block.

2025-02-2132mins
#30

#1217: Visions

This episode looks back at the design of Visions, the second set in the Mirage block.

2025-02-2130mins
#31

#1216: How to Make Losing Fun

One of the truisms of game design: make sure your players enjoy losing your game. How do we do that? This podcast walks listeners through six key lessons.

2025-02-1433mins
#32

#1215: BroadwayCon 2025

Every year, my eldest daughter, Rachel, and I go to a convention dedicated to Broadway called BroadwayCon. It's interesting going to a convention from the perspective of a fan. In this episode, I talk about this year's trip, the things I learned, and apply my learnings to Magic design.

2025-02-1435mins
#33

#1214: Why Is Magic So Good?

I do a lot of interviews. A question I often get is, "Why is Magic so good?" I have a lot of answers to that question, enough for a 30-minute podcast.

2025-02-0731mins
#34

#1213: Aetherdrift Set Design with Yoni Skolnik

In this podcast, I sit down with Yoni Skolnik, the lead set designer for Aetherdrift, to talk about the design after it was handed off for set design.

2025-02-0730mins
#35

#1212: Drawbacks

I talk about the history of drawback mechanics, what they are, how we design them, and how they've changed over the years.

2025-01-3132mins
#36

#1211: Fresh Out of Design – Aetherdrift

I recorded this podcast two years ago when I handed off the Aetherdrift vision design to the Set Design team. Hear my thoughts on Magic's latest set as it came fresh out of design.

2025-01-3132mins
#37

#1210: Rarity Changes

In this podcast, I walk through the various reasons why we reprint cards at a different rarity.

2025-01-2431mins
#38

#1209: Protection

In this podcast, I talk about the history of the protection mechanic, starting from Limited Edition (Alpha) to present day.

2025-01-2431mins
#39

#1208: History of Creature Types

In this podcast, I walk through Magic's history to talk about how the use of creature types has changed over time.

2025-01-1733mins
#40

#1207: Lessons Learned – The Lost Caverns of Ixalan

This is another in my "Lessons Learned" podcasts where I talk about sets I led or co-led the design for. I walk through the various lessons I learned in leading the design of the set. This episode is about The Lost Caverns of Ixalan.

2025-01-1732mins
#41

#1206: Draft Archetypes

Almost every randomized booster product is designed to be drafted. To do that we have to build around what we call draft archetypes. In this podcast, I talk all about them.

2025-01-1033mins
#42

#1205: Innistrad Remastered with JC Tao

In this podcast, I sit down with JC Tao, the lead designer of Innistrad Remastered, to talk about the making of the set.

2025-01-1031mins
#43

#1204: Apocalypse

In this podcast, I talk all about the design of Apocalypse, another set from the Invasion block.

2025-01-0331mins
#44

#1203: Planeshift

In this podcast, I talk all about the design of Planeshift, a set from the Invasion block.

2025-01-0332mins
#45

#1202: Psychology

I gained a love of games from my father and a love of psychology from my mother. This podcast talks about how my interest in psychology has impacted me as a Magic designer.

2024-12-2730mins
#46

#1201: Card Preview Articles

Part of writing a weekly Magic column involves writing card preview articles for new sets. In this podcast, I talk all about what goes into writing them.

2024-12-2730mins
#47

#1200: Two-in-Ones, Part 2

This is part two of my two-part series where I talk about the history of two-in-one cards.

2024-12-2032mins
#48

#1199: Two-in-Ones, Part 1

This last fall, I wrote a two-part article about what I call "two-in-one cards," or "two-in-ones" for short. These are designs where more than one spell is represented on a single card. My dividing line is that each spell has its own name. There are a bunch of different ways we've made two-in-ones. This podcast talks all about their history. This is part one of two.

2024-12-2030mins
#49

#1198: Variance

Variance is an important aspect of Magic design (and game design in general). In this podcast, I explain what it is and how we use it.

2024-12-1333mins
#50

#1197: Top-Down and Bottom-Up Design Evolution

There are two ways to begin a design: from the top down, where you start with flavor, and from the bottom up, where you start with mechanics. In this podcast, I talk about how these two design processes have evolved over time.

2024-12-1336mins

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Download herd and enjoy uninterrupted, high-quality podcasts without the wait.

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