Always keep Sphere, Lorekeeper, Raza. If you already have the Raza keep Zeph, Mukla, Spawn, Student, maybe some 0-1 drops for early turns.
If you don't have some cards in the deck just change them with whatever 1 drops. But I strongly recommend Lorekeeper, Spawn and Zeph. W/o them the deck is playable, but will be much worse.
Deck can win a lot of games, means you will have a longer ques. To escape that, try to concede some games (mb the ones, where you don't get the combo) to get your winrate closer to 50%. That will drastically reduce the que times. And also saves time from playing the match normally (you always want to scam). Apply this advice to every Tavern Brawl you play, not just this one.
In the last refined version I added Silence, Student and Mukla.
Silence prevents early scam from your opponent like SW: Death.
Mukla is actually is great addition, I thought it's bad, because it would break Lorekeeper > Raza > Spawn chain, but turns out that is super rare. Going 2nd you always coin the Lorekeeper and have Raza on 5. Going first you might just draw Mukla or Raza naturally or have the Sphere or win 50/50. I got only one bad Mukla draw in like 40 games and still won after drawing the Raza next turn. Having extra burst finish, besides the Spawn or Zeph is great.
Student is nuts. It's always a BRM board, which means always have "At the end of turn reduce the cost of some of your cards by (2)". That effect is a scammy scam. Opponent might not have a great way to deal with it early and this will end him. I got turn 3 Raza a few times. The effect btw doesn't hit the 0-cost cards.