Pretty rough draft but I've been having good success with it so far. Pretty much a generic midrange deck that emphasizes sites. You basically just don't die and keep some units on board long enough to play and complete sites, crushing them in value.
Between all the midrange-y units, Slay, and Defiance it's pretty easy to protect the sites. And either site is capable of winning you the game if it sticks, although the Palace is obviously the best for that. Tomb is more to distract/soften them up.
Tomb is a really nice stepping stone to Palace. It finishes on turn 6 if you play it on 4 and it sticks, and the revenge is nice to get more value out of all the unit buffs on Palace. And of course the power from Lingering Influence helps get you there.
Palace is pretty nuts when you have units, but even if you don't just drawing two cards and distracting them for a turn is worth a lot of the time. Especially if you have Harsh Rule from the market. But other than Wisdom all the agenda cards need a unit so watch out for that. Having every agenda card hit a good target is a very good way to win games.
The rest is pretty standard, it's just valuable units/recursion to gum up the board while we wait for sites. Pacifier has been great with all the Ixtun/Rakano/Skycrag decks running around. Harbinger has been great as usual. Amilli has been better than Makto ever was. He's a one card wincon that gums up the board and leaves leftover units, basically perfect for the deck.
I think the deck could make great use of 1-2 Dizo's office as well, but again I'm not sure what to cut.
You could also try running the Argenport Smuggler instead, but Defiance and the Sites being in the main and Market has been straight gas. Also the extra flying blocker/threat has been super nice.