This deck primarily wins through either one of two ways: aggro or combo.
In order to win through aggro, having Yarok, the Desecrated out is fairly essential. While every card in this deck is helpful to win through aggro, the best three cards are Rampaging Baloths, Field of the Dead, and Sylvan Awakening. Because this deck is good at surviving, often you won't need a massive board as you will probably be one of the last two left. When you get Rampaging Baloths and Field of the Dead out, in combination with Yarok, the Desecrated, each land gets you two 4/4 beasts and two 2/2 zombies. Then all you have to do is play a bunch of ramp cards and swing. Sylvan Awakening helps push through if the opponent has a lot of creatures, or it can be played defensively if you can't win in one swing.
The primary combo that this deck wins through, though there are certainly several that you can use, is Retreat to Coralhelm, Llanowar Scout or Skyshroud Ranger, Meloku the Clouded Mirror, and Sunscorched Desert. While this may seem difficult to pull off, it often happens fairly naturally and because none of the cards seem too dangerous they can often sit on the board without a threat of them being removed. If more time is needed, Glacial Chasm can give you several extra turns, especially because this deck has several ways of gaining life. AEtherize and Whelming Wave can also buy you a few extra turns.
Another powerful combo in this deck is the interaction between Peregrine Drake and Deadeye Navigator. These two cards can be tutored for on the end-step before your turn with Shared Summons and then all you need is five lands, at least two islands, and a Yarok, the Desecrated (or eight lands, with three islands if you don't have yarok). With the infinite mana these cards produce you can win the game through a variety of ways. With Meteor Golem you can destroy all of your opponent's non-land permanents, with Sapseep Forest you gain infinite life, with Urza's Factory you can make infinite 2/2s, with Villainous Wealth you can either steal somebody's deck or use Archaeomancer to mill all of your opponents. Hostage Taker lets you steal all of your opponent's artifacts and creatures. Mystic Snake let's you counter every spell they try to play. Coiling Oracle let's you draw your whole deck and Satyr Wayfinder Let's you mill your whole deck.
If one of your combo pieces goes into the graveyard, no need to worry; with cards like Phyrexian Delver, Archaeomancer, Liliana, Death's Majesty, Golgari Thug, Golgari Findbroker, Life from the Loam, and The Mending of Dominaria, it's possible to get anything back from your graveyard.
While this deck has countless lines for the combo, my favorite is with seven lands (two green, one black, two blue) and the only card you need in hand is a Demonic Tutor. Play Yarok, the Desecrated from the command zone, play Demonic Tutor searching for Shared Summons. Next turn cast Shared Summons for Archaeomancer and Peregrine Drake. If you already had Yarok, the Desecrated out then this could happen a turn earlier. Then play the drake, untap 5 lands twice, so you have 5 mana floating and at least 7 untapped lands, then play Archaeomancer, get back the Summons and the DT, DT for Deadeye Navigator, play Deadeye and get infinite mana with the loop with drake. Then play the Summons, getting Coiling Oracle and Mystic Snake then draw your whole deck. The snake can act as protection against shenanigans from this point on. With your whole deck you can loop Villainous Wealth with card:Archeomancer to exile your opponents' libraries.
Of course this may seem a little janky, but because this deck has so many possible combos and so many possible lines for each of those combos, just about any hand can get you the win if you have a good middle stage. If one line doesn't seem viable enough then there are probably four more that you could take. The most fun part of this deck for me is figuring out all the cool interactions between cards and learning all the different ways to win. When I first designed this deck with my primer (located at the top of this description) I didn't even intentionally put in these cards due to their combo capabilities (with the exception of Deadeye + Drake) and it's been an adventure finding out the ways these cards work together and figuring out what cards would make the other ones more powerful.