Quote from Creedmoor »
An interesting idea, which might be useful in your set design, would be to instead change your mechanics to fit color pairs instead of factions. This would show a blending of Alara factions. For example, Supreme could be a RED/GREEN ability, as it blends perfectly with the powerful beasts of Naya as equally as it does the powerful Dragons of Jund. This would allow people to play a Red Green deck, or a Naya deck, or a Jund Deck... and still get the advantages of "Supreme". This idea also works fairly well with your Award ability as a hybrid between Esper and Bant in BLUE/WHITE, although I might change the name to better fit the crossover.
I get why that is an organic step, but I think it's a mistake for a set billed as a return to Alara to not utilize the trait most players would remember Alara for. It also steps on the toes of what players expect from a set taking place on Ravnica. Some planes have specific mechanical aspects baked into their DNA for most players. Mirrodin is artifact world, Lorwyn is tribal, Innistrad has double-sided cards, Kamigawa is Spirits and Legends, Ravnica is centred on two-color guilds, Alara was the world of five tri-colored demi-planes. Alara shifting mechanical focus to color pairs is encroaching on Ravnica's mechanical space.
Yes, as the Alara block progressed there was bleeding between Shards, but I think if any return to Alara did not have significant focus on the five tri-colored factions, it would be a big issue for the set. I think it's also important to demonstrate how those five worlds evolved after reunifying, not doing so would also be foolish, but in the balance a return to a plane needs to also be a return to what players found mechanically memorable in the first place.