In this podcast, I answer a question from my blog about how we decide when to name and not name mechanics.
I recently wrote a three-part article about the history of typal themes in Magic. This is my podcast on the topic.
In this podcast, I talk all about Exodus (the third expansion of the Tempest block).
In this podcast, I talk all about Stronghold (the second expansion of the Tempest block).
In this podcast, I talk about a concept called futureproofing where we design mechanics to better enable us to use them in the future.
In this podcast, I sit down with the lead designer of Magic: The Gathering®—FINAL FANTASY™ to talk about the set's design.
We design a lot of mechanics. Most don't make it to print. Why? That's my topic for this podcast.
This podcast talks about a tool we use to playtest new mechanics.
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.
In this episode, I walk through many of the design issues that occur during vision design.
In this podcast, I talk about times we decided to reuse mechanics and times we chose to tweak mechanics into something new.
Inspired by this year's "Nuts & Bolts" column, I walk through how mechanics are created.
In this episode, I walk through the history of Magic and talk about how communicating with players has changed over the years.
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.
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.
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.
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.
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.
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.
In this podcast, I talk about the team that figures out what in-Multiverse Magic sets we'll be doing in the future.