In order to reach our goal of slapping down a big beater and winning out the game, we need to do a lot of cycling.
We're looking to get Horror and/or Sandwurm into the grave, while holding on to an Exhume effect.
If we can't use a T2 Exhume, then we want to shape our mana to use a Violent Outburst on the opponent's turn T3. And if that isn't a possibility, we need our mana shaped to use Demonic Dread T3 on our turn, which is a bit fo a downside.
While trying to cycle, and have a way to reanimate T1 - 3, we are also trying to sculpt our manabase.
Trying to fit with the cards we have or need. This is done through Ash Barrens and Jund Panorama. The latter being a slower method. I find that we get the colours we need very consistently, and we hit mana quite often, due to cycling.
Once Horror is ont he feild we want to hold on to a lot of Cycling effects in order to hit in. Some opponents won't take note of Horror, and this is when we can get in for a lot of damage. otherwise, we can keep swinging with horror and destroying their creatures. Horror easily out-grows most creatures.
Pulse of Murasa is great if we've not sped out a giant creature. The card helps us stabilize by gaining us life, and also returns something we might need from the grave. Be it a land, or a creature. It's also a great card against burn.
Faerie Macabre in a pinch we can play it to the field, but they are mainly in the deck to ensure that when we Exhume the opponent won't have anything valuable to exhume alongside us.
Monstrous Carabid rarely is on the battlefield and is only there out of desperation.
Deadshot Minotaur shoots down fliers, so can be on the field now and again. if the game is long we may end up casting it.