I forgot to mention my starting strategy. I usually play Death Ring then Libro on the first turn. On turn two I would cast Mort or a Ravenous ghoul(Eternal Servant), Next I meditate and deploy crawlers then venomous and minions while casting zombie frenzy when I am able.
Sounds like a decent opening. I am uncertain whether Ravenous Ghoul would be best for this type of book, though; in my mind, the Ghoul's greatest strength is its speed, coupled with armor (giving it more staying power than Deathfang). But it sounds like you are building up a horde, in which a ghoul might be too aggressive - an opponent that fails to rush you will inevitably be crushed by your numbers, since nobody does hordes quite like the necromancer.
One thing I (and others) have noticed about Mage Wars is that one mage in a given match-up benefits more from rushing than the other (has a more short-term book), and their opponent benefits more from turtling. A build designed to create a horde of zombies will usually benefit more from turtling, so any opponent that realizes this will have to rush you, regardless of their build. You don't need to move far; if your opponent does not get to your mage FAST, you will win most of the time. So fast creatures aren't very useful.
A skeletal knight might be a better option. It is the same cost, but hits harder and is tougher to kill. It also makes a great guard for when they rush you.
I have removed the 2 Bats, the Grey wraith, 2 venomous zombies, 1 unstable zombie, 1 drain soul, the graveyard, and ziggurat of undeath(did not seem worth playing in previous matches). With everything removed I will be able to add the flamming hellion but still have a bit left to do. Should I put the rest into incantations and enchantments or a few more offensive spells?
My advice for spells is the following:
* 1-3 copies of [mwcard=MWSTX2FFE04]Brace Yourself[/mwcard]. This spell is incredible, and works well in pretty much every book. Once cast, it can be revealed no matter how much mana you have. Players will often concentrate their efforts into doing damage in a single round; this card significantly blunts such efforts for very little investment, and can be revealed whenever you want. If I'm not mistaken, you should still have enough mana to cast this on the second turn even if you go with Mort, so this could be your answer to early rushers. It is also novice, so it costs very little to include.
* 1-2 copies of [mwcard=MWSTX2FFI03]Disarm[/mwcard] - Another great novice spell. You don't have many dissolves (by the way, maybe add another dissolve), so this can help you against extremely dangerous or frustrating pieces of equipment. It is also one of the best cards for baiting Nullify; if you think your opponent has a Nullify on them, cast this on a piece of low-level equipment for 1 mana. Worst case scenario, they were bluffing, and you disable a piece of armor or something. Also good for disabling armor to prepare for a zombie onslaught.
* [mwcard=MWSTX2FFJ01]Harshforge Monolith[/mwcard] - A little expensive, but worth it. You don't have much in the way of anti-enchantments (by the way, maybe add another dispel), which is fine, since you won't be doing much enchanting. If you face a super-aggro enchantment stacking mage, this will punish them. Alternatively, [mwcard=MWSTX2FFE03]Arcane Corruption[/mwcard] could work well (and is much cheaper) in a similar role, though it is more limited (the Monolith punishes anybody who invests heavily in enchantments; Arcane Corruption only punishes stacking them on the same creature.
* [mwcard=MW1E23]Jinx[/mwcard] - This is one of the most lethal cards in the game. Once you have your opponent in the middle of your horde, you want to keep them there; just a few turns are all you need. Most escape plans require a quick cast. Cast this on the enemy mage, and you can delay their survival plan by a turn or more, which might be all you need.
* [mwcard=MW1I28]Teleport[/mwcard] - To move the enemy into the middle of your horde. Just make sure you use Disarm to check for nullifies first.
* [mwcard=MW1J22]Tanglevine[/mwcard]/[mwcard=MW1E16]Force Hold[/mwcard] - To keep them in place while your zombies murder them.
Basically, cards that let you trap your enemy until they die from your slow but relentless zombies.