Do not run Survival in this deck. You have far better draw engines AND far better madness outlets.
I would drop the Squees and a Roar to make room for some of the good cards that can work their way in here.
First, drop the Islands for Volcanic Islands, which can be fetched. Running a few basic forests and mountains works well with fetchlands, but basic islands do not, so there is no real reason not to run Volcs. Also, unless you see a truly spectacular number of Wastelands, you can probably drop to just two basic lands. If you fear Blood Moon, just fetch out your Forest first turn.
You don't have enough ways to use the

from Vault but Crypt is invaluable, especially when you don't have Moxen to fit in first. Run it for sure.
You're also fairly low on the actual number of mana sources, so some ESGs are probably in order. They're quite powerful, because a first-turn Wild Mongrel is often the best play you could want.
With so few mana artifacts relative to fully-powered Madness, Null Rod becomes your best friend. It also doesn't hurt that Rod is a strong card against virtually every top deck in the format.
My suggested changes:
-4 Squee, Goblin Nabob
-1 Roar of the Wurm
-2 Island
-1 Forest/Mountain
+2 Volcanic Island
+1 Mana Crypt
+2 Elvish Spirit Guide
+3 Null Rod
One nice thing about running Null Rod in this deck is that even if you draw an artifact later on, you have many good uses to put it to - powering up a Mongrel, or pitching it to Bazaar/Study.
Alternatively, if you find that 3 Rods is too many, you could drop one for Crop Rotation, which not only works as a nice mana-fixer, but also fetches a Bazaar.