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Magic: The Gathering Drive to Work Podcast

#712: Theros Beyond Death

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Game Design, Duels Of The Planeswalkers, Mtg, Leisure, Magic The Gathering, Ccg, Games, Mark Rosewater

4.7802 Ratings

🗓️ 7 February 2020

⏱️ 37 minutes

🧾️ Download transcript

Summary

In this podcast, I talk about the design of Theros Beyond Death.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm leaving the parking lot. We all know what that means. It's time for other drive to work.

0:05.4

And I drop my kids off at school today. Okay, so today we're talking about the design of Theros Beyond Death.

0:13.8

Dun, dun, da, da. Okay, so, um, so we, okay, okay, let me set up a little bit on original Theros and then I'll get into Theroth Beyond Death.

0:24.2

So we knew for a long time that we wanted to do a mythological theme set, a world.

0:35.2

The one thing that actually held us back for a while was that so much of

0:39.5

magic, so much of early magic what Richard had built, had been built a lot on, you

0:44.4

know, Greek mythology had been a big inspiration source that so much of the

0:49.8

stuff that's in Greek mythology was already naturally in magic. And the worry was,

0:53.1

oh, there's not enough unique things.

0:55.8

But eventually we realized is just by focusing on those things

0:59.5

and not having other things, kind of the absence of the non-Greek things

1:03.2

and the raising the volume of the Greek mythological things,

1:08.0

really itself would have a feel to it.

1:09.9

And so we eventually came around to doing it.

1:12.8

Original Theros was a last-minute change.

1:16.7

We were going to do...

1:19.1

My idea was a world...

1:20.6

This is back in the block days, where there was a prehistoric world.

1:23.7

We flashed forward thousands of years, and now it's like, you know, Dark Ages world and flashed forward as far as we could.

1:30.9

And then it was like whatever the most modern we'd be willing to do, which is probably, you know, like 1700s or something.

1:36.2

But the idea was it was a world in which you would see giant leaps in time.

1:42.5

And we didn't, ironically, we did not have the resources of the creative team to make three different worlds.

...

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