Drive to Work #1254 - Cameo Mechanics
In this podcast, I talk about the use of repeat mechanics on singular card designs.
In this podcast, I talk about the use of repeat mechanics on singular card designs.
This podcast explores how each of the colors interacts with artifacts.
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.
This podcast is part three of a three-part series walking through the three psychographics. Today, I explore the psychological analysis of Spike.
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.
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.
In this podcast, I sit down with Tarkir: Dragonstorm Set Design Lead Adam Prosak to talk about the set's design.
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.
In this episode, I walk through the vision design for Tarkir: Dragonstorm and talk about the evolution of the Dragon subtype and clan mechanics.
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.
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) .