I like the concept of Improvise card advantage, but there are things missing here...
Like artifacts.
Hope of Ghirapur is the only Turn One play, is Legendary which limits board presence, and is the only early game presence in the deck which will readily die to removal.
Sunset Pyramid only looks good if you are holding a counter.
Inspiring Statuary can go down to x3 with the amount of draw and Trophy Mages
Skysovereign, Consul Flagship is tight, but wrong for the deck. Can't cheat it out with Statuary, and you would need to crew with Kefnet, your wincon, or two creatures in a low creature deck.
Champion of Wits doesn't fit. It comes out of your hand, and then loots for 2, a net of -1. Statuary helps for casting, but not for eternalize.
I'm not saying change everything, but the meta in the format is a little unforgiving against decks that don't do things early. You can make a build around Artifacts into Bontu's Last Reckoning, which would be saucy, or, you could get aggressive while simultaneously putting relevant artifacts on board.
Prophetic Prism=draw+fixing
Glint-nest crane
Inventor's Goggles x4 Makes early BEATS, and can improvise while equipped. FREE EQUIP I LOVE THIS CARD
Aether Poisoner Deathtouch + Servo
Aether Swooper Flying + Servo
Quicksmith Spy moar draw
Weaponcraft Enthusiast Servo+Servo
(All Artificers)
Throne of the God-Pharaoh (attacks or improvise :] )
Add some spot removal
Fatal Push, Never//Return,
Vraska's Contempt,
BATTLE AT THE BRIDGEAnd the most obvious beater,
Herald of AnguishIf you're feeling control,
Bontu's Last Reckoning,
Metallurgic Summonings for sweet value
Probably way more than needed to be said, but I hope that helped somehow!