"Let's sacrifice making money through cheap and exploitative methods for introducing Cultivator monopoly so as to increase the number of blood feuds in the Empire and make little money at all" is what you're saying
So
Hard pass
To be blunt, I don't know where half of this sentence's descriptors are attached. Which game has cheap and exploitative methods? Which one introduces Cultivator monopolies and which one increases blood feuds? From context, I'm pretty sure which one you think would make less money, but...
My central point is that a TCG does not capture the
central appeals of a cultivator setting. Would it make sense to make a TCG of a Wild West shoot-out? No, because those are brief and very fast, where TCGs are more inclined to variable-pace resource economy management scenarios. What about a giant robot fight? No, not really, because the two genres are Super (asymmetrical combat of smaller numbers of super robots generally against monsters) and Real (militaries fighting with large numbers of more fragile robots, usually in space), where Super runs into similar "this doesn't really do long-run resourcement management" problems and Real wants to do
too much resource-management instead.
But what about two dueling wizards? There's a reason Magic the Gathering and Yu-Gi-Oh and Hearthstone and Shadowverse are all relatively enduring TCG, just off the top of my head: there's a neat intersection between how the game mechanically works and how the
image of the scenario appeals. Even Pokemon the TCG is basically in this thematic paradigm, for all that "wizards" aren't involved anywhere in it.
You said "make art, be popular, make money, pick two," but the three large-scope legs of game design are "appealing image, good mechanics, can make money," and you
have to have all three. If I'm neglecting money, then you're definitely neglecting image appeal considerations.
(Also, none of the business side matters if the government censors it for subversive thought, which I don't think you're really adequately considering.)
That just means it should be a deckbuilder style game instead of one where you make a deck ahead of time. A competitive deckbuilding portion, then duels. Basically like drafting in MtG, maybe with a bit more direct player to player interaction during the drafting portion.
But the thing is, in a cultivation game, you can't draft
once. You have to continually do it. What's your starting character situation vis-a-vis family and Talent and Sect? Which Arts do you pick up, first early and then later? What events are happening in the world around you? Which Insights emerge from your situation?
And if you're drafting constantly, that's not even a deckbuilder, that's a board game. So make it a board game.