I will say I'd love to see a revival organized. So what's standing in our way?
I think what's standing in our way right now is the loss (or so it seems) of the original Map site --
http://cwg.derxis.ro is dead which means rebuilding from scratch. Honestly, that might not be a bad thing. The dominaria map should still be findable, along with the symbol assets used for army placement. I for one don't have the knowhow to create a virtual gameboard, but I could probably improvise. The basic rules of the game were pretty simple: Armies move simultaneously 3 spaces, then enemies occupying the same space fight during the subsequent turn instead of moving. The nitty-gritty of what the battlejudge did in determining victory was passed from judge to judge but I know the broad strokes were (at least during some of the game's lifespan) -- 4 opposed d20 rolls with bonuses assigned for strategy, rank difference, numbers difference, and a variety of miscellaneous factors. Win 3+ rolls (or 2 rolls by better margins than your opponent did) and be the battle winner -- you stay in the square, your opponent gets bumped to an adjacent square, and armies involved take casualties modified by how well or poorly they fared and how bloody the fighting was. Detailed strategies were not made public, but some facts would come out in the report of what occurred in the battle, which often highlighted a particular trick or tactic but didn't reveal whether the fighter wrote an essay or a few lines. There were corner-case resolutions for flee strategies. There was the kill system (Risk 500+ of your top rank unit as a kill squad for a roll to eliminate the enemy commander and remove their army from the board, bonus the more you risk, but of course your kill squad could be taken out entirely independantly of normal casualties in the case of a lost battle or badly botched kill attempt.). There was the "intercept" move.
I'm not saying it wasn't complex but before we got heavily into neutral towns, multiple maps connected with portals, spell-granting control points, and so on, it was at a manageable complexity level, something like
Twilight Imperium with the roleplaying aspects of a GM and actually writing out your strategy.
So for a revival, it might be best to recreate the game something like what it was in its early heyday, rounds 1-3 or so, rather than the edition that we old salts were playing by round 7 that was more like a board game plus a ton of expansions. That is to say, one map with or without simple neutral towns. KoD, Pacone, or I could battlejudge, though if TGL returned that might make matters a good deal simpler.