Some Custom Mechanics
Potions (Artifact tokens with “2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate this only as a sorcery.” In green, blue, and red.)
Manufacture (“Create a token that's a copy of an artifact token you control.” In blue, red, and white, which are also the colors of artifact/Artificer tribal.)
Reclaim (”[Cost], Exile this card from your graveyard: Draw a card.” In all colors, but weighted toward green, blue, and black.)
Curses (and punitive Auras in general) (Primarily in red, white, and black but with a tiny bit in blue.)
Deserts/lands in graveyards (Primarily in black and green, secondarily in white.)
There we go: five mechanics/themes, each more-or-less in a different wedge. But since this set doesn't have strict factions like Tarkir or isolated sub-planes like Alara, we can mix them right off the bat.
Reprocessed Brew 1 Artifact – Potion (Common) [Potion ability] Reclaim 3
I loved Eldraine's nontoken Foods and economy of uses for them, which I want to replicate here. There's also a mini-cycle of colored nontoken Potions, 1-drops with ETB effects: gaining 3 life for green, scrying 2 for blue, dealing 2 to each opponent for red.
Chemistry Technician 1U Creature – Vedalken Artificer (Uncommon) When ~ enters the battlefield, choose one- -Create a Potion token. -Manufacture. Plenty of Citadel students discreetly study the strange brews of the wilderness. 1/3
Iterated Upgrade 3U Sorcery (Uncommon) Create a 3/3 colorless Golem artifact creature token. Reclaim 4U When you reclaim ~, manufacture.
A cycle of common monocolor deserts: they enter tapped and have Reclaim 3.
Some strategic reprints help too: Desert's Hold is a great crossover, and Curse of Oblivion is some graveyard hate that most non-Curse drafters won't want.