The last set will include the classic alliances only (allied colors), and the main themes inherent to them, really clichéd, actually so, basically:
: Will spawn mostly aggro decks with imbued protection;
: Control decks, grinding the game with utility spells and the eventual utility creature;
: Control decks focusing on removal and recursion, specially graveyard;
: Sligh decks, focused on burn and small, quick beaters;
: Aggro decks, with cost-efficient creatures and suplementary burn.
Of course, that's not all, but it's the general idea for constructed play. As for Limited:
: Aggressive creature decks, with high end largr beaters and creature incapacitation, some fliers thrown in for early damage or chump blocking;
: Aggro-control decks, small, flying creatures to peck away early on, with slightly better creature control than
, although not quite good yet;
: Control decks focusing on removal and recursion, relying on cheap fliers to get the job done by taking out opposing fliers and regenerating creatures as defense;
: Removal-packed decks, with a few medium-to-large beaters;
: Aggro decks, with cost-efficient creatures and suplementary burn, WITH big butts added for the late game.
Again, nothing stops a player from combining enemy colors, of course, but since I WON'T make enemy-colored cards, it'll be a bit discouraged, although the PREVIOUS set will have them all over the place, so keep an eye out for other possibilites as well, which we'll only see through playtesting.
As for mechanichs and abilities, I'm still not sure what I'll be using. I've already used Chroma and Split Second, and I think the first set will use a LOT of keywords, but they'll gradually go away as the color pie evolves. As for new abilities, I have some ideas, but none that are finished yet, they'll probably arise only on the second set, depicting the fruit of their labor in experimenting with abilities all over the place, so expect AT LEAST 5 new abilities for set two, but FOR NOW none for Brave New World. I might end up changing this, though, bringing those abilities to the first set and leaving room to some in the other 2.