Yeesh.
42 walkers.... scaled by different cube size that's almost 4 times the density of mine
. Hold up, that doesn't even count flip walkers, so
47, actually (if you count those). So over 4x
I think a good measure of time well spent crafting a worthy lower-powered (lower than legacy cube, lets say) environment, is: "Do my focused decks generally end up playing out better than unfocused, mixed-signal decks?" The number of colors or exact archetypes aren't as important, IMO, as whether or not someone can be rewarded for following a specific, focused gameplan.
Edit: this little blurb stood out to me particularly starkly. People actually want the balance, and recognize the specific archetypes and unique angles to take to achieve that, and then see a lot of them
taken away, and the designer's answer was "I thought red was OP". Seems backwards...
Red was insanely nerfed with this update. MTGO has a history of nerfing the red decks in cube, but this has to be the biggest nerf a MTGO cube has seen. I find this odd too, because it felt like there weren't enough burn spells to consistently get a good red deck in the last run of this cube and instead that deck focused on counter synergy and often was RG instead of mono-red. Without good aggressive decks, there is no check on the control decks. Volt Charge specifically is a big cut because that's the type of card that wouldn't fit into any other cube but was an all-star in this cube.