Like... there are solutions out there, and flavor is kind of one of the huge important keys to contemporary design, so I'm nooot totally sure why you're treating this as an insurmountable obstacle, Parad, or something you can just ignore and pretend isn't a problem, Knifethrower.
Magic has been a successful game for many years despite not using "contemporary" design, and will probably be successful for years yet to come using some new evolution of current principles. In fact, these principles change on a nearly yearly basis, and not always for the better. I find no particular need to adhere to the design principles "de jour."
In fact, since the only possible thing I ever plan to do with this set is maybe print it up and draft it with my friends, I have literally no concern for whether this Frankenstein monster shambles out of the laboratory with a semblance of cohesive flavor. Literally no concern.
Literally zero.
Just to clarify, I am using the word literally literally, and not figuratively. The
only thing I care about is whether it has the mechanical cohesion to make it interesting to draft, and frankly, I plan on bastardizing the final product and retuning it [thanks for all your extra submissions, folks
] to best achieve my goal.
Since the greatest problem this set has (in my opinion) is the classic one of "too many cooks in the kitchen" (young internet-y types
LOVE democracies, even in situations where it is pretty well documented they work poorly), I'm hesitant to endorse anything that requires us to undo work and reach some kind of democratic consensus, especially on a subject that is of no concern to me.
I also take this stance knowing that, to my knowledge, YMTC has never actually completed any kind of group set.
So, in summation, the lack of strong flavor isn't a problem I'm ignoring or pretending doesn't matter; it's something that, to me,
literally doesn't matter.Also, I came up with my own flavor intended for my bastardized and retuned version.