I guess the reverse of this topic would be: What don't we want to see.
I don't think tribal/artifact should be visited again any time soon. Artifact is already the most popular theme in this format, and we've been getting enough generic tribal cards for the past few sets. I wouldn't mind a visit on rarely seen tribal though, if it manages to deviate from anthem/token effects.
I want more combat oriented legends, or cards that'd make combat more viable in multiplayer games, so control/combo won't be such a problem. Saskia was a good attempt, but Edric is more persistent.
What would be nice to see are plane themed decks. The color choice may be an issue, but a dragon spirit or myojin tribal kanagawa theme, artifact synergy kaladesh theme, graveyard inistrad theme, planeswalker ravnica theme, phyrexian & thran domonaria theme, upper class goblin mercadian theme, etc. Each deck has the unique cards in it designed in a way to tell the planes story and history.
This I can get behind, and dare to imagine if all four decks certain around a plane. For example, Kamigawa theme decks might be samurai, ninja, spirits, and Umezawa's gang.
Next to that I would love for development to flesh out mono color cards more, using the commander specific cards to really push what each color is supposed to represent. I'm talking about enchantments and spells and whatnot with full chroma in their mana cost. This is likely the best way to help some of the issues specific mono colored decks run in to.
With that in mind I do like the idea of the multi-commander option to not represent different deck archetypes. It tends to make precons 3x bad decks in one, pulling synergy apart and weakening the out-of-box precon experiance. Making all 3 commanders fit the same strategy would be ideal, especially if all three had a slightly different use in the deck. That would probably increase box sales instead of people buying just the commander from a precon as a single.
Recent years this has been getting better... sometimes. It's difficult to not make artifact synergy commanders work together, but then there was that jund deck
I actually like a blurred precon, because it allows more diverse legends of the same color identity to be included in the same deck. A focused theme would be easier for new players to get into the game, true, but as an older player I don't mind seeing a deck with seven different new legends, roughly overlapping each other, but could stand on their own.
Oppose to the topic on whether or not we want WotC to let us vote, instead I ask what would be the themes that we wish to see them make?
I'd like to see more partners. Diversity is fun, and unpredictability more so.
AND, partners with weak "eminence" effect that only exists if the other partner is on the field. Imagine frontline and back row battle formation. The effect power level would be in line with partners usually. For example, Legend A might be "Back Row: During each of opponent's upkeep, if ~ is in the command zone and you control a creature with partner on battlefield, untap up to one permanent." And Legend B on battlefield might have, "Frontline: Whenever ~ untaps, if you have a creature with partner in your command zone, add GG, this mana does not blah blah blah."
In this design, not only you need to mix and match partners base on colors and in-play abilities, you also have to consider the "eminence" effect that may or may not work with this particular partner. Further, if you have a third creature with partner (not necessary have to be legends) in your deck, you could trigger both eminences in the command zone. It gives out a feel akin to an RPG adventure team or an army where you could arrange who tanks and who supports, and who you might sacrifice intentionally to return them to command zone just to trigger the eminence effect.
I don't think tribal/artifact should be visited again any time soon. Artifact is already the most popular theme in this format, and we've been getting enough generic tribal cards for the past few sets. I wouldn't mind a visit on rarely seen tribal though, if it manages to deviate from anthem/token effects.
I want more combat oriented legends, or cards that'd make combat more viable in multiplayer games, so control/combo won't be such a problem. Saskia was a good attempt, but Edric is more persistent.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
This I can get behind, and dare to imagine if all four decks certain around a plane. For example, Kamigawa theme decks might be samurai, ninja, spirits, and Umezawa's gang.
We are syncing!
I actually like a blurred precon, because it allows more diverse legends of the same color identity to be included in the same deck. A focused theme would be easier for new players to get into the game, true, but as an older player I don't mind seeing a deck with seven different new legends, roughly overlapping each other, but could stand on their own.
This.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
I'd like to see more partners. Diversity is fun, and unpredictability more so.
AND, partners with weak "eminence" effect that only exists if the other partner is on the field. Imagine frontline and back row battle formation. The effect power level would be in line with partners usually. For example, Legend A might be "Back Row: During each of opponent's upkeep, if ~ is in the command zone and you control a creature with partner on battlefield, untap up to one permanent." And Legend B on battlefield might have, "Frontline: Whenever ~ untaps, if you have a creature with partner in your command zone, add GG, this mana does not blah blah blah."
In this design, not only you need to mix and match partners base on colors and in-play abilities, you also have to consider the "eminence" effect that may or may not work with this particular partner. Further, if you have a third creature with partner (not necessary have to be legends) in your deck, you could trigger both eminences in the command zone. It gives out a feel akin to an RPG adventure team or an army where you could arrange who tanks and who supports, and who you might sacrifice intentionally to return them to command zone just to trigger the eminence effect.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs