Sypon Mind and Syphon Flesh are both essential cards for the horde if you play it 2v1. I especially like Syphon Flesh because its quite innocent in the first few turns, but increases in power later on.
Miasmic Mummy was kicked out by the increased number of Sypon Mind, but also partially replaced by Sibsig Icebreaker. Its bigger butt is a nice change of pace from all the 2/2 zombies.
Succumb to Temptation was also cut due to the addition of Sypon Mind. Carddraw alone just isn't that scary. I'm also eyeing additional copies of Undead Augur.
Gloomdrifter is a straight upgrade over Crow of Dark Tidings. The crow was just lackluster and its milling confusing. Gloomdrifter has the nice effect where its power in the lategame is significantly stronger, which is also a reason why I kicked out Cower in Fear.
I'm also testing Underworld Dreams, Wight and Yixlid Jailer.
Power Play was too important to always draft away. It forced you to pick this card in its row or column or gravely disadvantage yourself. I wonder if it might actually be better in multiples, as that would balance the choice of picking it or not, but it's out of the module for now.
Butcher Ghoul was too unimpressive. The 1/1 body was mostly irrelevant, and by the time it became a 2/2 I had the tools ad my disposal to get rid of it. Since it was my choice when to kill the first body, I would always be ready for the second. Removing the ghoul from this module has another advantage in that the entire Horde can now be played without needing +1/+1 counters.
Syphon Mind is an additional effect that scales really well with multiple players. It also gives a little more focus on hand management for me as a player, which was something Miasmic Mummy does which I really like. Do I hold onto this land to be able to protect my more important cards from discard? I think the presence of discard (7 cards total) is small enough for it to not cause problems or be drafted away if you really don't like it.
Blood Scrivener is a nice replacement for Butcher Ghoul, as it kinda fulfills the same function: keep the threats coming while being a little innocent itself. The 2/1 body makes more impact initially than the 1/1 body does, which is something I feel was necessary to keep the pressure on. If the Horde is doing really well on cards (which happens more often now), the scrivenger loses a little bit of its value, kinda balancing itself out. That's my hope anyway.
Damping Matrix hasn't been relevant, and I'm always happy that it isn't a threatening card when it comes off the Horde deck. This demonstrates that the Horde just needs to focus on beating you down. Like with planeswalkers, they'll beat activated abilities by beating you.
Curse of Disturbance is actually a fine card. However, it doesn't advance an empty board very well, which seems to be the biggest hurdle for the Horde. Furthermore, it does actually present a choice for the Horde: who to enchant. Although it's a false choice, I really want to remove any choices from this module.
Mortal Combat isn't relevant. There're not enough creatures in the deck most of the time, let alone the graveyard.
Tattered Mummy was too weak, and one reason the Horde had trouble applying pressure. I added it to integrate some direct lifeloss to the deck, but that mostly doesn't seem to be a problem once you stabalize. It's laughable if it drops past turn two.
Tormod, the Desecrator has a very strong body, but a very irrelevant ability. It never triggered, even though both Ghoulraiser and Butcher Ghoul could trigger it. I can see adding it back in for its body, or if more graveyard recursion is added. For now it's gone.
Power Play seems like a fun minigame. Normally you're the starting player, but adding one or two of this conspiracy to the module could change that. It's a very strong addition, but also one you can easily draft away. This skews the game a little in favor of the Horde, which I expect to be benificial.
Wight of Precinct Six is an awesome scaling threat. I didn't add it initially because I was afraid it would be too weak against controlling decks, but had to add two of them because I apparently ordered too few Butcher Ghouls. It was great the two times it appeared. It also scales against multiple opponents, which is something I want to test somewhere in the future as well. This will replace Tattered Mummy
Succumb to Temptation draws two cards (which will immediately be played) and loses the Horde a few life. This gives the opportunity for a big Horde play and gives a little more uncertainty to its turns. It enables the Horde to stabalize (at a small cost). I'm testing this card at the same rate as other 'common' cards with 6 additions to be sure to see its effect often.
There's an uneven distribution of cards in this cube, mainly to create some tension during drafting and having each Horde deck be different (to add some replayability). The rarity has nothing to do with the rarity of the card itself, but is based on the amount of copies in the module. The previous distributions was:
The distribution proved to be too extreme. In order to bring the variance down a tad, the rarities have been changed to:
This has the additional advantage of being a little easier to grasp
Headless Rider is a cleaner, easier-to-read version of Magus of the Bridge with less variance (facing a 4/4 on turn one is less problematic than a 3/1). It's also a little more consistant and less abusable.
Gravepurge has low-key been a little problematic in formatting the rules for the Horde format, as you'll have to make a choice for the Horde deck. Boarded Window provides a nice minigame, as well as another artifact to validate inclusion of artifact removal in your own deck.