Last fall I did both a test draft with someone new to drafting (where I observed their picks on here), and then finally had my first post-COVID playtest. Both revealed how overwhelming a lot of the cards can be, especially when it's on top of so much else; and how they can be misconstrued as to when to use them (making them traps). But it also revealed how cool, complicated rares can still be worth learning, or create great stories around the table (looking at you, Sharknado). So, I'm taking a first step to cut that down at least a little so there's less to process, and there are fewer niche trap cards. Cycling in particular was more confusing for folks than I realized it would be (it's often hard for someone new to decide when to cycle). Instants as well are not easy for newer players to time appropriately, so try to avoid ones with specific timing requirements.
I also need more incidental removal, especially for enchantments. There are some strong enchantments in the cube, and several removal spells in the playtest ended up in sideboards or in the deck that had the must-kill enchantments. This isn't completely solved this update, so something to watch out for moving forward as well.
I also don't think I should be afraid to run duplicates of cards that are perfect for their color combinations.
Lastly, all of these are cards that can come back once I'm more confident in audience comprehension.