Goal = Life advantage + Mana Advantage + X-damages cards
Example = Black Vise + Cabal Coffers + Simulacrum + Stuffy Doll + Drain Life
In that order we have
1) Life Advantage
We don't use creatures to kill opponent, just to be sure he doesn't a get life advantage.
Light creatures that block and regenerate are competitive. Will 'o wisp is great for that. Flying makes sure no small birds will break your game at the begining.
Use Terror to kill any creature that would damage you, even small birds.
Drain Life and other spells will help you gain back your life advantage if lost.
2) Mana Advantage
If you have the opportunity, get mana advantage with Dark Ritual or Sol Ring. Don't hesitate to obtain it with Demonic Tutor.
Building mana potential will finish the game faster. The deck needs to have a great load of Swamp. Don't hesitate to use special lands that can add more mana pool (I was too lazy to put many)
3) X-damage cards
Don't wait to use them. If it can help you kill some bunch of creatures, go for it. If you need to make a two points damage to keep life advantage, it's fine. There's enough spells that use swamps to make damage.
Don't forget to look at the terror in your oppornent eyes.This deck is even funnier to play in multiplayer. Of course, you shoudn't warn your teamate that you will kill all his creatures.
Given the very scientific equation above, this deck has weaknesses against :
Damage spells, usually from Red decks (bad for Life Advantage)
Swampwalk, usually from Black decks (bad for Life Advantage)
Life spells, usually from Green and White decks (bad for Life Advantage)
Counterspells, usually from Blue decks (bad for X-damage and Mana advantage)