This entry is part 424 of 446 in the series CommanderCast

Hello everyone and welcome to CommanderCast Episode 396! Spoilers! Don’t act like you don’t know what Mark and Adam are talking about this week. Ikoria spoilers are out and this week the guys are going over some of the cards and one of the new mechanics that has everyone learning about because we all have nothing but time to get into all of the details about it! Then we wrap things up by going over some old cards that were really good… but seem to have fallen by the waste side in recent years!

All that, plus our usual interstitial fodder, and all you have to do is Click the IB!!!


Ib Download





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This entry is part 19 of 41 in the series In General

Grandpa (Eric)

By Eric, AKA Grandpa Growth


All of my articles in February were devoted to multiplayer. The month of March will have a theme as well: design. The design of Magic is a tightly controlled process that includes only the bare minimum amount of people necessary to actually produce a viable product. For a game with a playerbase in the millions, it’s simply amazing that the bulk of the concept work comes from so few people; they really are the shepherds of Magic’s future.


Because only a handful of people work on a particular set during the design phase, the team can achieve a unity of vision and avoid the costly distractions that come from larger groups. However, it also means that some ideas will never be introduced, because they’re not the focus of the few members who are on the team. This month, I’m going to be focusing in on some key principles in game design that are not receiving proper treatment by the team that creates the game.

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