Standard UB Zombie tribal.
So this deck is VERY complex compared to most other decks currently in standard especially compared to the tier 1.Originally this deck ran 3 dark salvations mainboard. But with the emergence of smugglers copters grasps and sinister concoctions were needed for early turn instant speed removal. Obviously adjust according to your local meta.
Your optimal turn 1 play is a cryptbreaker. if you can't turn 1 him or a sinister concoction then you might as well play a tapped land a ship the turn.
Turn 2 you can be happy to play a rentless dead if you think you can get out early hold up mana for grasp. Ideally you would want to pass turn and at the end of your opponents turn or when they swing with a 2/1 1/1 1/2 create a zombie token by pitching a prized amalgam or haunted dead to the yard.
Turn 3 your single best play is liliana. She will obviously take damage from a smugglers copter taking her to 1 in a lot of scenarios, But just being able to kill one of the X/1 dwarfs is rewarding enough.
Turn 4. This is when your expecting to turn the corner. If you believe your opponent is holding a deck or other removal spell that can kill a kalitas then cast a diregraf to act as bolt bait or other younger drop. or simply keep mana up for a grasp/haunted dead/crypt breaker activation.
By turn 5 you are now looking to turn the corner. You should ideally have access to 4 black mana or or 5 mana. This allows you to do several combos. TO simply put it you need to understand how spells go on the stack and that costs resolve before the spell or ability does. For example
You have 2 prized amalgams in your hand. a haunted dead in your graveyard. (you can do this with just 2 mana so you do have decent early bulk if the stars align) you may activate haunted dead's ability at instant speed. 1B discard 2 cards. discarding the prized amalgams will send them to the yard. then haunted deads ability will resolve. The prize amalgams will see her return meaning in the end step they will also return. this is the first lair of complexity.
The 2nd lair is when you take into account cryptbreaker/haunted deads ability to discard a voldaren pariah. She is your most common wincon. Ideally you will avoid sacrificing a Gisa and geralf/kalitas if you can to flip her at instant speed. Some times you are forced to bite the bullet.
Example of play: before your opponent can move to endstep. you have a haunted dead in the GY with a prized amalgam and voldaren pariah in hand. You activate haunteds ability pitching pariah and prized. you cast praiah. If your opponent has no responses end step prized will return to play. You may sac haunted her token and prized to flip her. or wait for a better time (in response to their removal spell for example). This also leads to a lot of blow out combat steps.
Your final solution is to resolve a westvale abby flip. Hitting 5 creatures out of no where is very easy with all the token produces and boarderline free reanimation. A flipped ormandol will stone wall any emy and close out a game if not answered to.
If you have any questions about the build feel free to drop a message.
Priority 1 is to start filling your graveyard with zombies. Preferable prized amalgams and haunted dead. The deck contains many ways to self mill or discard both pre-board and main board.
Priority 2 you want to hit 4 black as soon as possible. 3 black is often enough to get you where you need to be but with out smugglers copters or keys to the city (latter requires further testing) then all of your discard effects will cost you 1 black. This is important because your best removal spell is volderian pariah madnessed at instant speed. This requires 4 black mana in most scenarios.