Esper Dredge
You didn't see the grave the size of a mountain? Hmm. That's quite unperceptive of you.
Welcome to my esper dredge deck. The goal of this deck is to mill yourself down taking advantage of cards like Hedron Crab and Stinkweed Imp. From here, you can stabilize the board with a combination of Narcomoebas, Prized Amalgams, and Haunted Deads. From there, you win the game with Unburial Rites getting back a Craterhoof Behemoth to swing for lethal with all of your blockers, or lock the opponent out of the game with Elesh Norn, Grand Cenobite.
Engines
Hedron Crab - This card combined with fetchlands can put in some serious work in building your graveyard up quickly. Unless you have 2 however, it's usually safer to play it out on turn 2, to guarantee some self milling.
Stinkweed Imp (Or other cards that say dredge) - These cards in combination with draw spells (especially Ideas Unbound), allow you to go through your deck quickly as well, letting you see a potentially high number of cards.
The Main Win-Condition
The main way the deck wins is by building up a board with Narcomoebas and Lingering Souls or any other creatures really. From there, you can flashback an Unburial Rites for a Craterhoof Behemoth and potentially kill on turn 4.
Synergies
Haunted Dead - This card not only raises our board presence from the graveyard, but it also allows us to discard any dredgers or win-conditions that may be stuck in our hand. It seems innocuous but really synergies well with the deck. Also brings back Prized Amalgams.
Golgari Thug + Narcomoeba - This combo allows you to put Narcomoeba on top of your library then dredge it to put in on the battlefield.
Ideas Unbound + Dredgers - This one is fairly obvious, as it lets you draw your dredgers, then discard them at end of turn to do it again next turn.
Card Advantage
Most blue decks have some way to get ahead on cards, our deck does this by allowing us to cast cards from our graveyard, keeping our hand full. On top of that we do have draw spells, and a good amount of the time it's right to not dredge, but to dig for lands or spells.
And that's about all I have now to say about the deck. Feel free to give it a +1, or leave a comment with suggestions for the deck.