Amass branches off into enough different strategies (aristocrats, tokens, +1/+1 counters, zombies matter) that its just an altogether good mechanic
The original was very inaccurate, and not true to lore in the movies or books
Cards like Awakening ZoneAwakening Zone can give us tokens at a steady pace, where cards like Cadira, Caller of the SmallCadira, Caller of the Small will effectively double any tokens we have, and something like Pest InfestationPest Infestation adds tokens onto an effect we wouldn't hate playing already
Below, I have some suggestions on which cards I would cut first, and next on the chopping block would be several one-drops
My primary criteria for group slug cards is simple: I need permanent cards that give you a steady advantage, preferably when your opponents do something to maximize the value, but many of them simply trigger on your upkeep, end step, and so on