Join Magic: The Gathering Head Designer Mark Rosewater as he shares stories, insights, and more while driving to work.
This is part two of my two-part series where I talk about the history of two-in-one cards.
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.
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.
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.
My favorite metaphor for Magic design is that it's like running a buffet. I talk about where this metaphor came from and why I feel it's so accurate.
This is another history podcast where I explore how an element of Magic came to be and evolved over time. This time, I look into the history of drafting.
In this podcast, I talk about how to use brainstorming to come up with ideas.
On this podcast, I talk about how we design cards for the mythic rare rarity.
In this podcast, I talk about an important quality of Magic mechanics: stickiness. What is it and how do we use it? This podcast dives into the topic.
I went to MagicCon: Las Vegas and have many stories to tell. This podcast tells those stories.
This episode is the eighth and final part of my eight-part series where I go through the entire history of Magic design to talk about design evolution over the years.
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