Magic: The Gathering Drive to Work Podcast - #856: Parasitism
Episode Date: July 30, 2021In this podcast, I talk about what the term "parasitism" means in Magic design and then look at the mechanics in Standard and talk about how parasitic they are. ...
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I'm not pulling away driveway. We all know what that means. It's time to other drive to work. Coronavirus edition.
Okay, so today's podcast was inspired by some talk online. A term I use in magic design called parasitism.
So it has a very specific meaning when I talk about it, and I think a lot of people have been misusing it.
And there's been a lot of discussion on my blog and other places about what exactly it means.
So I thought I would do a whole podcast explaining what it means, and then I'm going to go through
a lot of mechanics in standard to sort of talk about are they or aren't they parasitic
and why.
Okay, so first let me define parasitism.
So parasitism is basically the opposite of backward compatibility.
Basically it says, how much does the things in this set
need other things in this set?
Like, how much can this be played with existing magic
versus only played with itself?
Sort of the classic parasitic mechanic
was from Champions of Kamigawa,
Splice onto arcane.
So the idea was they were cards
that had a cost, that you can cast them normally,
but if you use the splice into arcane,
if you cast a spell that had the subtype arcane,
you could pay this cost to sort of staple it onto the spell.
The effect would go off, but the card would stay in your hand.
Now, the problem with splice into arcane was
you could only splice into a spell
that was a subtype Arcane.
But the only subtype Arcane cards that existed
were in Kamigawa as well.
Champions of Kamigawa, the block.
So the idea there is
if I open up a single Splice into Arcane spell
and I have no other cards from the set,
I can't maximize the utility of the spell. Part of parasitism says you can't play the
card and maximize its functionality without having other cards from the same set. Now, I do want to
stress that parasitism is a scale in the sense that, or it's a spectrum, you know, that it's
not as if something is either parasitic or not. Things can be kind of
parasitic or very parasitic or not parasitic. So part of me walking through Standard Day is going
to talk about that. The reason I use the term, the reason I brought it up, is you have to be careful
how parasitic you get in any one set, because if the set's not backward compatible enough, it's
just not that playable, you know,
with people who want to play it in especially larger formats.
So, and it's not that being parasitic is bad.
There are fun parasitic mechanics.
We just have to be careful about how many we have.
Not that we can't have one, just,
like Champs-Élysées was kind of famous for
most mechanics were pretty parasitic.
And that is a problem.
When you really can't play... One of the big tests we'll see as we talk about mechanics today is,
can you take one card of that mechanic and put it in a deck and play it?
The more you can do that, the less parasitic it is.
The less you can't do that, the more parasitic it is.
Okay, so we're going to start with a mechanic that I think created all this controversy
in the first place of people talking about what is 2 and not Parasitic, which is Venture
into the Dungeon from Adventures in Forgotten Realms. Okay, so the idea is I have a card,
I play it, it says go venture in a dungeon, and there's external game pieces, there's
three different dungeons, that you can bring in. Now, technically, this card requires other
cards that happen to be from this set, so that's where I think the idea of it being now technically this card requires other cards
that happen to be from this
set so that's where I think the idea of it
being parasitic comes from
the big difference is the game pieces
that you're generating get generated
by the card that ventures
what I mean by that is
if I draw a splice into arcane card
I have to then draw the arcane card
to make it work
but when I draw Ventured into the
Dungeon card, the Dungeon cards
for all intents and purposes are kind of
stapled to this card. Like, you can just go
get them. They don't have to be in
your deck. They're kind of... It's really
in some level, when you say Ventured into the
Dungeon, that mechanic has built
into it this complex thing that goes on
and there's just this outside game component
to help you to make it easier to process. But the fact that it's all part of the one card is a very
different animal than I need to interact with a different card that also has to be in my deck.
Now, that said, so let's take our test. Can I take one Venture into the Dungeon card and put it in a
deck and play it? Yes, I can. When I play it, I have one of three choices, basically, the first room of each of the three dungeons, and hey, that might be a card
that's fun and I can play it. But the reason it's somewhat parasitic, this is kind of the middle for
me, is the more, the farther down you get in the dungeon, the more powerful the effects are. So,
two venture into the dungeon cards are stronger than than one. So one of the things we definitely look at parasitism,
and this is where it gets a little more complex,
is certain mechanics get strength in having more card of that mechanic.
And that makes the card somewhat parasitic
in that you need to have more of that mechanic
to maximize the strength of the card.
Not maximize its utility. It works.
If I play one Venture of the Engine card,
it's not that I don't get full range of what that one card does, but the reason there's some
parasitism to it is to maximize the meta strength of the card, of the mechanic. It does encourage
you to play more. Now, the funny thing is there's another term that I use, which is linear and
modular. Linear says the card that gets you playing other cards like it, or other cards in particular,
and modular says it just works in a vacuum.
A lot of what people confuse is when things are linear
as when they are parasitic.
Things that are linear,
and those linear things that it cares about
only exist in the set,
yes, those are also parasitic.
But when you're linear,
and the things you care about pre-exist in magic,
then it's not parasitic. A good example're linear and the things you care about pre-exist in magic, then it's not parasitic.
A good example of that would be the party
mechanic from Zendikar Rising.
So the party mechanic says, hey,
I want to have
warriors and wizards and clerics
and rogues. Well,
magic has 28 years
worth. I mean, alpha includes all
of those. And there's been many, many
since, I don't know if rogues was been many, many since, since, all right,
I don't know if Rogues was in Alpha, but Wizards and Warriors and Clerics were in Alpha. And
anyway, we've made a lot, we've made a lot of Rogues. We've made a lot of, all four of those. So
when you say, oh, I want to play my party thing, if I have a single party card and I have no other
cards from Zendikar Rising, I could go make a potent party deck. Sorry, I can make a deck that can maximize that party card.
Now, party has a little bit like venture in that it's linear
in that it pushes you to want to play certain things.
So once I'm playing one party card,
hey, there's incentive to play more party cards.
So the mechanic has a little bit of parasism to it
in that, hey, party cards beget other party cards.
But the reason that it's less parasitic
than, say, Venture into the Dungeon is
there are a lot of things pre-existing in Magic,
for example, that care about those creature types.
Most of them care about a particular one
rather than a combination of them.
But it is much, much easier to take one party card, play it, and have it work in a deck.
But once again, like I said, I think Zendikar Rising is a little bit parasitic.
Party is.
Not as much as Venture, and not as much as other stuff we'll talk about.
But it's a little bit because, right, once my deck can play party, there is some encouragement to want to play more party cards.
There's some synergy between the mechanics
that will do that. Okay, so let's take another mechanic
that sort of falls squarely there. Ikoria had Mutate. So Mutate,
basically, the idea of Mutate is, when you put it on a card,
it just combines that card and this card together.
Now, the reason...
Now, in a vacuum, if that's all Mutate did,
it wouldn't be very parasitic,
because you can just play one Mutate card and mutate one thing.
The reason that Mutate cards sort of get somewhat parasitic
is that a lot of the Mutate cards want you to mutate,
that they have mutate triggers.
So the more times you mutate it, the more powerful it becomes.
So this is a lot like Venture in that regard,
in that there is some, you know,
for example, let's see.
Let me give you an example of a mutate card.
So what's a good example?
Okay, so Essence Symbiote,
one green for 2-2 Beast.
Whenever a creature you control mutates, put a possible counter on that creature and you gain two life.
So, for example, well, actually, that card doesn't care about you mutating with this card and mutating with other cards.
But the mutate mechanic, the one thing it definitely does is, A, there are a lot of mutate triggers, so that encourages you.
But also, there's a lot of inherent synergy that can happen.
So, you can play a single mutate in a card. Mutate will work.
I mean, it's not totally parasitic in the fact that mutate can work.
Okay, let me talk a little bit as we bring up mutate.
Let me bring that up. Actually, I realize that Essence Symbiote brings up a different issue that gets intertwined with this.
that Essence Symbiote brings up a different issue that gets intertwined with this.
Just because a mechanic has individual cards
that encourage you to play more of that mechanic,
that doesn't inherently make the mechanic parasitic.
Let's talk about cycling.
Cycling shows up in Ikoria as well.
Cycling is a mechanic where you pay two mana
and can discard a card in your hand to draw a card.
You can put a cycling card in
any deck. Any deck can use
cycling, right? Cycling...
Having one card with cycling
is easy to use. It's a very
non-parasitic mechanic.
But, we make cards
that care about cycling. You know what I'm saying?
I mean, probably the most famous one. This wasn't
in Standard, but, like, Astral
Slide is something that flickers things whenever you throw a card.
The whole decks have been built around it.
Lightning Rift was another one that did direct damage.
We've made cards that the entire deck archetypes have been built around.
But just because you have a card that makes something super linear doesn't inherently mean...
Or a card that says, hey, maybe you want
to play a lot of things together.
Like Adventure is another good one.
So like Adventure
was a mechanic in
Throne of Eldraine.
And so the innkeeper
is whenever you cast a creature
spell that has Adventure draw a card. So Adventure
are cards,
ghost and creatures,
there are spells you can cast.
When you cast a spell,
you exile the creature,
and then you can cast the creature from exile.
So a bunch of people are like,
oh, adventure, well, that's very parasitic.
Look at Edgewall Innkeeper.
But the issue of Edgewall Innkeeper
is that card is parasitic.
And look, that card is strong,
so yes, there are decks that...
There are adventure decks.
But that doesn't mean that Adventure of the Mechanic is parasitic.
You can just play a single adventure card just fine.
It's not something that you...
When you're looking at something that's parasitic or not,
the one thing you really want to look at is,
does the Spaghet other cards like it?
Does it require other cards like it?
It's like Bonecrusher Giant.
Two and a red, four, three, giant.
Whenever Bonecrusher Giant becomes the target of a spell,
Bonecrusher Giant deals two damage to that spell's controller,
and then it's stomp one R instant.
Damage can't be prevented this turn.
It deals two damage to any target.
Bonecrusher Giant saw a lot of play
in decks that didn't care about adventures,
that didn't have other adventures.
Like, it's a good adventure card.
And that's a good example
where adventures
is not particularly parasitic.
You can just have
one adventure card
and a strong adventure card
and work in your deck.
Yes, Innkeeper exists.
Yes, there are adventure decks.
But don't confuse the fact
that we make cards
that allow you
to play them together
with a necessity as in needed to be played together.
You know what I'm saying?
That, I think, is where some of the confusion comes from.
Okay, so let's talk about a different mechanic.
Let's talk about Lesson Learn.
This is another sneaky one.
Okay, so Lesson Learn is a lot like Venture in that, yes, Lessons...
I'm sorry, learn
needs lesson cards. You can't play learn without lesson cards. So on the surface, I might see,
oh, that's a lot like, um, um, Champs of Kamigawa, right? That, you know, if you're going to
put it on a arcane card, well, don't you need arcane cards? Uh, the big difference, and
this, the big difference between both venture and arc Gain and Lesson Learn that is
different is the cards you need
aren't in your deck.
You can go get them.
I understand in tournaments
that you have to use sideboard space, and so it's a
little bit different in tournaments. In sort of
casual play, you're just going to go get them.
Casual play
doesn't tend to use sideboard, so it's just like, hey,
go get whatever lesson card you want.
So the idea that a learn card gets a lesson
and that lesson isn't tied to the deck,
that it's tied separately,
in my mind, treats it a little bit differently.
Like, you can play one learn card in your deck
and then go get whatever you want.
I understand in tournaments,
because you have to dedicate sideboard space to them,
once you play one learn card,
it encourages you to play more learn cards.
So in tournament setting,
yes, there definitely is some pressure.
Like I said,
like with Venture into the Dungeon,
there's a little bit of pressure to say,
oh, well, once I'm committed to playing one,
I have incentive to play more.
And that is true.
So, I mean, lesson learned is play more. And that is true. So, I mean,
lesson learned is a little tricky because that is true in tournaments with sideboards,
where that pressure isn't true outside. I mean, there is a little bit of, I go through the trouble
of getting all the lesson cards, and I have them, and there's logistics of having them. So, hey,
as long as I'm doing that, maybe I want to have more cards that care. So there's a little bit of logistical pressure to maybe play more of them. But the big thing is lesson learned
is, as far as how parasitic it is, it is not as parasitic as other things can be. I mean,
there's some parasitics too. Once again, it's a scale. Okay, let's dive into some other mechanics.
Okay, let's dive into some other mechanics.
So let's talk about Constellation.
So Constellation would be very parasitic if... For those that don't know, Constellation is a trigger that says whenever you play an enchantment, something happens.
It's an ability word.
And so if enchantments didn't exist
if this was the very first set, if Theris Beyond Death
was the very first set that ever
had enchantments, then yes
that would be a parasitic card
but it's not, magic has 28
years worth of enchantments
there are thousands of enchantments
there are a lot of enchantments
so when I say, oh I got a single constellation card
hey
there's a lot I can do with it.
Now, I do understand that Constellation,
like some other things,
so, I've been saying
how something like Party, once you set your deck
up for Party, well, maybe you want to play more
Party cards because it's encouraging to play Party.
The reason Constellation's a little bit different than that
is Enchantment
Mattering exists.
We've made a lot of other cards
that care about enchantments.
In fact, Constellation isn't even
for the first time in this deck.
Oh, let me talk about that in a second.
But Constellation is returning
in Theros Beyond Death.
So it's not even the first time
Constellation exists.
And there are other ways to have enchantments.
So you could have one Constellation card
and other cards that care about enchantments
because we've cared about enchantments over time.
So that, one of the things to look at is,
when it begets you to play things, are the things
that's begetting you to play something
that is inherently there or not, right?
Like, enchantment mattering is
broad enough that we've done that in other places.
So even if you only have one Constellation
card, you could use it along
with other things from the past to make a deck
that encourages you to have lots of enchantments.
Like, even Alpha
had a creature that drew you
a card when you played enchantments. So, like, enchantment
mattering goes all the way back to the very beginning of the game.
Okay, but I do want to bring something up
with Constellation, which is
the returning of a
parasitic mechanic. So,
my example of a popular
parasitic mechanic is Slivers.
So Slivers first showed up in Tempest.
There are cards that say
they grant all other Slivers an ability.
There was one Artifact Sliver
in Tempest that didn't.
Story-wise, it wasn't a real Sliver.
It was Volrath had made a Sliver
to spy on the other Slivers.
That's why, by the way,
it didn't grant anything.
You just watch them.
But anyway,
barring a few weirdos like that one card, Slivers have a mechanic that care about other slivers. That's why, by the way, it didn't grant anything and just watch them. But anyway, barring a few weirdos
like that one card, slivers have
mechanics that care about other slivers.
There's not a lot of reason to
put one sliver on deck and not have more
slivers. Like, one sliver, I mean,
I'm not saying you would never do it, but it is
slivers really beget other slivers.
They're very linear
and when they first came out in
Tempest Block,
that was the only place you could get them.
They were super parasitic.
Now, they were a lot of fun.
People really enjoyed Slivers.
People liked them.
Now, the interesting thing is, in Lesions, we brought Slivers back.
And then in Time Spiral, we brought them back again. Like, you know, and in Modern Horizons 1, we brought them back.
Like, Slivers have shown up numerous times.
And interesting, every time you bring
back a mechanic, it gets less parasitic.
In fact, I would argue
the second you bring it back the second time,
it's not at all parasitic, because there exist
ones from before.
So, even mechanics that are parasitic
can sort of not
become parasitic with time, in the sense
that later things can do more with them.
That, while slivers were parasitic when Tempest came out, they're not parasitic now time in the sense that later things can do more with them. That while slivers were parasitic when Tempest came out,
they're not parasitic now in the sense that there's lots of places to get slivers. So
parasitic mechanics don't even need to stay parasitic.
Okay, so let's talk about some other mechanics from
Devotion. So Devotion is a good example of
there is some pressure when you play Devotion. So, Devotion is a good example of... There is some pressure when you play Devotion to play more Devotion.
So, the first time we did Devotion...
So, interestingly... Okay, so Devotion in Theros of Beyond Death was brought back.
The first time we used Devotion was in original Theros.
But even Devotion was itself a redoing of a mechanic called Chroma from Eventide.
So, the idea is, the very first time we did
Devotion, even then it wasn't completely parasitic. I mean, it's not totally parasitic in the sense
that it cares about mana costs, and there's a lot of creatures that have a lot of mana costs. So
you can play a Devotion card in a deck that's not dedicated to Devotion, because Magic has had
lots of mana, you know, there's lots of cards with lots of mana symbols throughout the history
of Magic. So it's not parasitic in that way. There's a
little bit to say that, okay, well,
Devotion maybe makes you want to play more Devotion cards.
But in this case, Devotions
are repeating mechanics, so there are
previous Devotion cards, and even
before Devotion, there were Chroma cards. So,
Devotion's not particularly parasitic
A,
because there's a lot of stuff before that did it,
and B, the things it cares about
is something you can care about external to it.
And that's, by the way, I think...
The reason we talk about parasitic, it's funny.
We use it in R&D because we're talking about
how is the set we're making right now going to be perceived.
One of the things that's important,
and it's only become more important as more formats with larger and larger card
pulls become, you know, popular,
is when
we make a set, we know that
the current set is going to be mixed in with past sets.
And it's okay
to have some stuff that goes, you know what?
You want to play this theme? You really need this set
to play this theme. That is fine to do that.
It's not that we don't like doing that, but
we want to make sure that there's a lot of backward compatibility. We want to make sure when
you buy a magic set that there are previous magic sets and previous cards that you can play with it.
So the idea essentially is, if I open up a single booster pack, I want to have cards that
instantaneously can mean something, and I can throw them in decks and play with them. It is fine if
some of those cards say, you know what, you want to maximize me?
Hey, open up some more packs.
That is okay.
You want sets to have themes.
You want mechanical identities.
Like, it is okay for sets to say,
in fact, not just okay.
We like it when sets say to players,
hey, there's something new to do,
and you want to do this thing?
Hey, this set's going to help you do this thing,
and you probably need a bunch of cards from this set
to do this thing, because it's a new thing that we're doing. But we also want some do this thing, hey, this set's going to help you do this thing. And you probably need a bunch of cards from this set to do this thing
because it's a new thing that we're doing.
But we also want some themes that say,
hey, we're doing a new thing,
but you know what?
You can mix a lot of old things with this new thing.
Sometimes we say we're doing something
that, in fact, enhances some old thing,
you know, that really will take an old thing
and make it better.
Like, we love making cards
that take old themes and old formats
and all of a sudden strengthen them.
That maybe there's a format in Modern or Pioneer, you know, that isn't quite all the way there competitively.
But with this card, all of a sudden, now maybe it's better.
We love doing stuff like that.
So, the reason that the term came up in the first place was, like, one of the big things about design is,
and this is through not just design,
but the importance of language is people can't think about things that they're not concentrating on, right? If you don't have a word for a concept, people aren't going to talk about that concept,
or it's very hard to talk about it. But the second you take a concept and put a word to it,
all of a sudden there's vocabulary to talk about it, which makes people talk about it.
And that's very, very important.
If you ever follow sort of my career,
I've coined endless, endless vocabulary for R&D to use
and for the public to use,
because I share all of my information with you
as far as vocabulary.
But it's done a lot so that R&D can talk about things
and so the player base can talk about things.
And so that's where parasitism comes from. It's a tool for R&D to understand about things, and so the player base can talk about things. And so that's where parasitism comes from.
It's a tool for R&D to understand an important thing to us.
The reason this whole conversation came up is I think people,
I think they're saying something different,
but trying to use this vocabulary.
So one of the things I try to explain to people is
it's fine to say something and try to explain something,
but you have to be careful
when you co-opt
vocabulary that has
a different meaning
because then
what happens is
you get in the argument
over what you're trying to say
rather than the point
that you're trying to make.
And so when you co-opt language
you have to be very careful
because if the language
is still a potent language
meaning it's still being used
in the previous way
like sometimes language changes
but when that language is still getting used,
it causes confusion because
different people are meaning different things.
So that's why I'm trying to really define parasitism.
I think
the thing that people are trying to say,
so me trying to read between the lines, is
there are some players that
dislike when mechanics get
too linear.
Meaning that mechanics really beget you
playing other cards of a certain type.
And my answer to that is
linear things are fun for a lot of players.
That a lot of players really enjoy
getting a card that says,
hey, go make a deck with Thing X.
I will loudly tell you,
I will help with Thing X. Go get Thing X.
I'll make this mechanic better.
I'll make this creature type better.
You know, there's a lot of players
that really like a loud card
that's directive that says,
hey, here's what you want to do.
Now, there are other players
that hate that.
They're like, don't tell me what to do.
I want to make my own deck.
And so I think one of the things
that's coming up here is
we've made a bunch of linear mechanics.
Like, when I look at mechanics in Standard right now, Venture into Dungeons is pretty linear.
Lesson Learned is pretty linear.
Party's pretty linear.
Constellation's pretty linear.
There are a lot of... Devotion's pretty linear.
There are a lot of mechanics that are pretty linear.
And even then, even something like Adventures, which isn't linear, we make individual cards that make it linear. And even then, even something like Adventures, which isn't linear, we make individual
cards that make it linear. And once again, like, there are a lot of players when we make a new
mechanic that want to have the ability to sort of make a new deck about that new mechanic. So
the reason we make linear cards, so the reason we make cards that are sort of a parasitic card,
if you will, for mechanics that aren't even parasitic,
is there's players that enjoy that experience.
Now, one of the challenges is,
if you're a tournament player,
what we make that's good might influence.
Now, it turns out with adventures,
stuff like Bonecrusher Giant is played, but there definitely are things where sometimes
Mutate might be a good example.
In order to play Mutate competitively, you kind of really have to go all in on Mutate might be a good example. In order to play Mutate competitively,
you kind of really have to go all in on Mutate.
So Mutate, from a competitive standpoint,
is a little bit more parasitic
than it would necessarily need to be
outside the constraints of what's powerful.
And so some of the comments...
I mean, I have to interpret the comments I get.
I think some of it is,
you're being very linear,
I like things being more modular.
Some of it is, you've made a lot of competitive things be linear.
I like some of my competitive things being less linear.
I think that's what's going on is sort of through the lens that people are playing,
how are they experiencing it and how can we change it?
That's one of the reasons also I want to do podcasts like this
because I want to help form vocabularies so that people can explain what actually is bothering them.
If linearity is bothering you, if you don't like things being too linear, you don't like cards beginning other cards, that's what to complain about.
It's too linear.
Not that it's too parasitic, but it's too linear.
Okay, I have a little bit of time, so I'm just going to quickly go through some other mechanics in Standard
and talk about their parasitism.
Kicker.
Very non-parasitic.
Because you can just play one kicker card and kick it.
I mean, every once in a while we'll make cards that encourage you for kicking things.
I mean, we make individual cards that encourage you to play kicker.
But kicker as a mechanic is very parasitic.
Landfall. Landfall's
mostly parasitic.
Obviously, we've made lands at the beginning of time.
So, I mean, okay.
This way. Landfall is
completely non-parasitic
in the sense that Landfall
exists. Like, Landfall might get you to play
more Landfall, but this is the
third time we've made Landfall. And if you to play more Landfall, but this is the third time we've made
Landfall. And if you count, like,
Time Spiral and stuff,
Landfall and Time Spiral?
Landfall wasn't in Time Spiral.
But it was, it's shown
up in Modern Horizons and stuff.
So, Landfall
is not parasitic in that many, many Landfalls
have appeared before. And the things that care about land,
there's a lot of way it cares about land. So it's not particularly parasitic.
Fortel from Kaldheim.
Fortel's one of the things that's not parasitic.
You can clearly play one Fortel card.
There's a little bit of...
Because there's some mystery Fortel
playing multiple Fortels,
there's a little tiny bit of synergy.
There are not tons.
So, I mean, it's really not parasitic. Maybe a teeny tiny bit,
but very not much.
Oh, MDFCs, modal
double-faced cards. Those are
pretty non-parasitic.
In fact, one of the problems
I used it as a means to tie
the year together, and one of the problems
we had with that was it
really wasn't remotely linear, right?
Having one MDFC didn't make you need to play
another NBFC. So the fact that we did different things with different NBFCs actually wasn't
as mechanically cohesive as it could have been. So ironically, the lack of linearity
probably, part of me putting it across the year was to give some cohesion.
It would have more cohesion if I picked something that was linear, more linear.
Or linear, I don't think it's particularly linear.
Companion.
So Companion is Mechanic from Ikoria.
Companion.
I mean, it's not Parasitic in that Companion doesn't get more Companion,
nor does it get anything inherent from the set.
It's just saying, here's a strategy.
You have to build your deck around it.
Most of those, if not all of them,
are things that you can just, like, if I open one Companion
and no other cards from Ikoria,
I can build a deck just fine with a Companion.
Normal Magic cards prior to
Ikoria can meet the needs of that
just fine.
Escape. Escape
is not super parasitic. You can
play just one Escape card, it works just fine.
Escape has the same thing where
actually, escape
here's something interesting.
Escape has sort of a
negative parasitism to it, if you will.
Dredge is another mechanic that
does this. Sometimes you make mechanics
that use the same resource
in both cases, both escape
and dredge, is using cards in the
graveyard as a resource. So you don't want too many of the mechanic
like having an escape card might make you
play less escape cards
because
and the same with dredge, that because you're using it as a resource
too many cards using the same resource
will fight each other
so it's also possible mechanics push you away
from playing other mechanics
that is possible as well
adamant, which is in throne of eldritch so adamant rewards you away from playing other mechanics. That is possible as well.
Adamant,
which is in Throne of Eldraine. So Adamant rewards you for paying
for a cost with a lot of
three or more of the same color mana.
Non-parasitic,
you easily can do that. Magic
can support it.
There's a little bit of time and pressure that Adamant may make you play
other Adamant cards, but not a huge pressure.
So it's pretty non-parasitic.
Boast.
So Boast is from Kaldheim.
When you attack, it's an ability
you can only use when you're attacking and only once.
Very non-parasitic.
You attack in games. That's a very
common thing. There aren't creatures that can attack.
And a Boast card doesn't even really beget
lots of Boast cards. I mean, there are
individual cards that might make you want to do that, but as a mechanic, it doesn't inherently.
So hopefully what you'll see today is that I want a better understanding. The reason that I create
vocabulary is so people can talk about it. I want people to talk about it when things are parasitic
and people don't like that. I want people to say, it when things are parasitic and people don't like that.
I want people to say, hey, this is too parasitic,
if that's a problem for them.
But I want to make sure that the reason I'm doing this podcast
is to give you the proper vocabulary
so you're using it correctly, right?
So that you are actually saying what you mean
and not trying to...
And so the important takeaway here is
I think the biggest complaint that people are having
where they're using the term parasitic is they need linear.
You're worried that things are too linear, that cards are too much begetting us playing other cards.
That's a fine complaint if you want to make it.
But that is the complaint I think people are making is they would like us to do less linear things or maybe less linear things at a constructed level.
I think is the complaint that's going on.
Or people are being curmudgeonly.
I don't know.
But I think that is the core of what people are complaining about,
which was on this whole podcast.
But anyway, I hope you guys found it interesting.
I like diving deep into small incremental things,
and I love diving into language.
And so I hope today sort of gave you a better idea of what parasitism is,
kind of what the spectrum of parasitism is,
and what it means to
us and why we care within design about it. Anyway, I can see my desk, so we all know what that means.
This is the end of my drive to work, so instead of talking magic, it's time for me to be making magic.
See you guys next time. Bye-bye.