This arche-type has already been discussed, and basically the idea is the draw engine's too slow, the disruption's too slow, the win condition too fragile, etc.
The plan with this deck is to do nothing, eventually locking people out with scepter + chant
Eventually doesn't cut it anymore. The only decks that aren't tuned to win by turn four if needed are fish and stax, and the way they work you might as well have lost the game on turn four. On turn four, this deck is set up to draw into its win condition in the next turn or two... that's just not tight enough. You'll have trouble against combo decks, because most of the time you will be unable to do anything before they go off on turn two, confident that your mountain or plains can't stop the deck from winning. Abeyance is really the only spell you can realistically shoot off after turn one that will stop combo, and it can just get countered, duressed, xantid swarm (you just buy yourself a turn, you don't fizzle them halfway through), etc. And you're only running two
Against stax it doesn't matter if you have a scepter chant lock out, by that time you'll be getting slammed with goblin welders that go around it, karns and pentavi that just kill you, or stuff as basic as smokestack that just kill the combo outright. You need something more devastating, or faster, that doesn't require two cards
Sharazad isn't actually an effective staller game two, because your opponent can just concede and lost 10 life you weren't going to threaten anyway.
If you're going to go the mana denial route, you need gorilla shamans and blood moons for sure. Armageddon could be tech against control decks to shut down their late game inevitability (which they have if your scepter doesn't pull through for you), or at least draw counterspells out after counter it and the chant forcing it through