The biggest concern that I have about your creature base is that all of your cards have a very low impact on the game. A turn 1 Diregraf Ghoul
is a powerful play in a duel setting where you only need to sap 20 life from a single opponent, but it's far less impressive when you're facing down the combined 120 life of 5 other players. When you sit down at a multiplayer table, you need a solid plan to take home the win. A bunch of 2/2s isn't going to cut it.
First of all, I suggest that you glance at the Black guide that I have linked in my signature. It highlights the kinds of cards and effects that you should be looking to field in a multiplayer setting. The most relevant sections of the guide will probably be the "Creature Curves" and "Sample Decklists" sections since they'll give you a much better idea on how to build your aggro decks.
As far as specific advice goes, I would personally build a much more synergestic deck that is designed to beat any number of opponents. Since you're new to the game, I think exact decklists will do you more good than broad, generic advice. Here are some Black aggro decks that have a solid gameplan to take any number of opponents down: Tribal Vampire Drain
Tribal Zombie Lifeloss
As you can plainly see, the recurring theme of the creatures in these decks is that they're "global" threats. It doesn't matter if you're facing down 1 or 100 players; they're always going to have relevant abilities. That is the most important consideration to make that you could possible make in a multiplayer setting. Even if you don't want to copy these decks card-for-card, they should still highlight the stronger creatures at your disposal.
Finally, for whatever it's worth, I don't like any of the creatures in your deck. Village Cannibals
is fringe playable in a meta filled with human decks, but otherwise none of the creatures that you've listed thrive in a multiplayer setting. I know that this probably isn't the news that you wanted to hear, especially as a newer player, but I'm not going to give you any false hope and make you think that your deck might do ok. It stands to lose miserably each and every time. As harsh as that sounds, you're better off hearing this from me now than wasting time and money trying to fix up a deck that will never work. Buying packs is like playing the lottery; it's not a worthwhile pursuit for the average consumer. You're much better off buying an actual deck online (or from a bricks and mortar store) than buying packs and trying to trade for one. A lot of the cards in the decks that I've posted are cheap commons/uncommons and/or dollar rares, so it shouldn't cost you much to straight-up buy similar ones. Some major websites (such as starcitygames.com) even have cheap, uninsured shipping options which are fairly safe to use if you're only buying a ~$25.00 deck. The chance that your package will get lost in negligeable and you're not exactly losing the house if you find yourself out a couple of dimes.