After watching everyone's games, debriefing the players and considering the various match-ups, I've come to the following changes:
-Rakdos gets louder signpost gold cards for its sac theme as well as a power injection enabler in Goblin Bombardment.
-Arc Trail comes in as a check vs tokens and aggro strats. Similarly, this is the argument for Archfiend of Sorrows (also adds a great reanimator payoff for UB.)
-Gruul gets an actual ramp payoff in Phylath which both stabilizes and then wins over the course of a couple turns if you untap with it.
-A couple of optimization changes in mana and cards with better efficiency/casting costs.
-Trims were cards that didn't have a purpose anymore. Previously I wanted generically playable cards in the cube for players that had trouble making playables/finding a lane. These would be players inexperienced in limited (cube in particular.)
My current philosophy on the design of this cube is that cards need to fill one of three roles:
Future considerations for cuts:
Shivan Wurm
Magus of the Scroll
Future Maybes:
White:
Clarion Spirit
Luminarch Aspirant
Teleportation Circle
Blue:
Behold the Multiverse
Black:
Elderfang Disciple
Sedgemoor Witch
Ebondeath, Dracolich
Power Word Kill
Red:
Plargg, Dean of Chaos
Magic Missle
Green:
Esika's Chariot
Sarulf's Packmate
Gold:
Vanishing Verse