Episodes
A/B mechanics are mechanics that require a separate subset of cards to work (such as madness requiring cards that make you discard). In this episode, I talk about how we design A/B mechanics, the challenges of making them, and the history of some famous A/B mechanics.
Published 04/19/24
Back in 2018, we ran the Great Designer Search 3 (GDS3). Part of that event was a multiple-choice test many contestants took to qualify for the next part of the qualification. One question from that test, question number 28, proved to be controversial. The topic recently returned to social media, so I decided to record a podcast about it. I talk about the history of the GDSs, the reasons why there's a multiple-choice test, and get into the specifics of question 28.
Published 04/19/24
In this podcast, I sit down with Outlaws of Thunder Junction Lead Play Designer Jadine Klomparens to talk about the play design of the set.
Published 04/12/24
In this podcast, I talk about a concept I learned from my days in Hollywood and how I apply it to Magic design.
Published 04/12/24
In this podcast, I sit down with Dave Humpherys, set design lead for Outlaws of Thunder Junction, to talk about the set design of the latest expansion.
Published 04/05/24
In honor of Outlaws of Thunder Junction, I did a card-by-card design podcast on cards with creature type Mercenary.
Published 04/05/24
In this podcast, I talk about the early design of Outlaws of Thunder Junction.
Published 03/29/24
Before I get into Outlaws of Thunder Junction, I see if I can name every non-core expansion set in order with a bit of trivia about each one.
Published 03/29/24
During my MagicCon: Chicago talk where I listed my top 20 mechanics of all time, I also showed a slide for my top 20 evergreen mechanics and said that one day, I'd do a podcast on it. Today is that day. This is part two of two.
Published 03/22/24
During my MagicCon: Chicago talk where I listed my top 20 mechanics of all time, I also showed a slide for my top 20 evergreen mechanics and said that one day, I'd do a podcast on it. Today is that day. This is part one of two.
Published 03/22/24
In this podcast, I explain what it was like to play Magic in 1993.
Published 03/15/24
In this podcast, I share what Magic R&D refers to as the "elephant in boots" problems and how we work to solve it.
Published 03/15/24
This is my third podcast in a three-part series talking about the 20 best non-evergreen mechanics of all time. It's based on a talk I gave at MagicCon: Chicago.
Published 03/08/24
This is the second of a three-part series talking about the 20 best non-evergreen mechanics of all time. It's based on a talk I gave at MagicCon: Chicago.
Published 03/08/24
Recently at MagicCon: Chicago, I did a talk called "The 20 Best Mechanics of All Time," which you can watch here. This podcast covers part one of that talk.
Published 03/01/24
In this podcast, I talk about my time at last weekend's MagicCon: Chicago.
Published 03/01/24
Ten years ago, I released a podcast on playtesting, but a lot has changed. In this podcast, I look at how we playtest today.
Published 02/23/24
In this podcast, I talk about the importance of synergy in Magic design.
Published 02/23/24
We spend a long time designing sets, constantly improving on every aspect possible. But how and when do we decide to step away? In this podcast, I explore the subject of perfectionism.
Published 02/16/24
In this podcast, I talk about the basics of designing puzzles.
Published 02/16/24
In this podcast, I look back at the advertising of the first ten years of Magic.
Published 02/09/24
In this podcast, I sit down with Andrew Brown, co-lead set designer on Murders at Karlov Manor, to talk about the making of the set.
Published 02/09/24
In this podcast, I pay tribute to longtime Magic designer Erik Lauer who recently retired.
Published 02/02/24
In this podcast, I sit down with designer and puzzle-builder extraordinaire Mark Gottlieb to talk about the making of the puzzles for Murders at Karlov Manor.
Published 02/02/24