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Mechanics | Skeleton | Mechanics and Themes | Flavor | Design Philosophy | FAQ | Playtesting

Q: What's with all the reprints?

A: There are two reasons why my sets have lots of reprints. First, I just like them. One of my favorite things is seeing an old card in a new context (both creatively and mechanically). I especially enjoy finding reprints that seem perfectly made for the set despite being very old. For example, Fling is a great, versatile card that not only fits thematically with the setting (Throw me!), but plays into multiple set themes (like {r/g} Stompy, {r/b} Morbid, and {r/w} Equipment)

Second, my philosophy is to fill my skeleton with reprints and chip away at them over time. I don't see a lot of value in coming up with a brand new card if an older one works just fine. For instance, if my skeleton is calling for a cheap red sorcery that can kill multiple 1/1s, why bend over backwards to make a new card when I can just reprint Blazing Volley. If I find out during playtesting that it needs to be tweaked, then that's when I'll come up with something new.

Q: What's with that weird name/flavor text?

A: Though I like to find "final-sounding" names for most of my cards, none of them are actually final. If you have a suggestion for a new/better name/flavor text for a card, by all means suggest it. But if something seems unfinished or placeholder, it probably is.

Q: Isn't Gear Up just a worse version of Arm from other custom sets?

A: To be perfectly honest, this was parallel thinking. I wasn't made aware of the similarity until shortly after posting this set. I'm not surprised someone else came up with it before me (given it's relative simplicity and utility). Still, better to stand on the shoulders of giants than make something new just for the sake of it.

Q: [Card Name] is way too strong

A: A couple of things here:

1) Please leave comments directly on the cards. This makes it way easier for me to keep track and address them.

2) For testing purposes, all cards are a little pushed right now. My general philosophy is to start strong and scale back rather than the other way around, so if cards seem a little over the edge that might be why.

3) It's also possible the card in question is pushed on purpose. Sometimes one strong common is enough to carry an entire archetype on it's back (like Wingsteed Rider) and is pushed to save space elsewhere in the set

4) While I value feedback of all kinds, power level is something determined much better by playtesters than observers. Comments on design, flavor, templating, etc. are all welcome, but I take all comments about the strength of a card with a grain of salt. If you'd like to help balance the set, get in touch with me about becoming a playtester!

Updated on 09 Aug 2017 by MOON-E