I dont see the reasoning behind playing the altar of skullls already in turn 1, you cant get a token on it anyways.
Usually its better to start with something giving you action or mana advantage in combination with full cast cleric. Then cast the altar in turn 2 when your cleric is ready to pray. You should also consider a useful opener for a mirror match, since altar of skulls will be 100% useless in that case.
Furthermore, you have to way of healing at all and only one way to gain armor (the demonhide), and maybe the coak of shadows to defend. You dont have Interceptors, so good luck dealing with an offensive, attack spells casting mage like the rushmaster or any solo wiz.
No dissolve at all? How to ever defend against a teleport wand?
Another way to help your skeletons, additional to armory might be 1 or 2 fortified positions along with a shift enchantment if the fight gets layed to another part of the arena.
So yeah, try to find good openers vs most of the mages and with that their most common openers, prepare yourself for the mirror matches, get some more stuff to protect your bunch of bones and precious life of the necromancer + pack some dissolves (!)
Then you should be good to go