As far as strategy,
T1: 19 mana - enchanters wardstone (15), move one then mana crystal (10)
T2: 20 mana - Harmonize crystal (16), deathlock (7)
T3: 18 mana - facedown and reveal adramelech's touch (15), move one, flame blast (10)
T4: 21 mana - Sersiryx (9), ignite (7)
T5: 18 mana - from here on out use ignite, combust, curses (hellfire trap and chains of agony) and let Sersiryx cast fire ball.
There are several plays which could be improved upon imo.
Unless you go heavy on curses, Enchanter's Wardstone is not a good opening move for your book imo. It costs you 4 mana and an action and if your opponent does not dispel your enchantments it does absolutely nothing at all.
Chains of Agony is certainly a card that I've never seen trigger a Dispel.
Moreover by playing this card so early without any guarantee you'll get anything positive from it, you put yourself behind 4 mana and an action from the get go.
2 Curses which I find absolutely vital to the Adramelech Warlock are Enfeeble and Agony ( I use 3 of each )
I see only 1 Agony which is far too few imo.
Deathlock on R2 is another very dubious play. Keep in mind your Warlock cannot heal anymore either, so you put yourself in a tough spot if your opponent hits you hard and deals more damage to you than you to him.
Better to reserve this card for a later turn when you have already gotten the upper hand damage wise.
One time I can see this coming out relatively early is against a Druid and her regenerating plants but otherwise I would advise caution before bringing this out.
As has been mentioned already, you can't put Harmonize on a Crystal.
The Harmonize is not really necessary in this book.
Going Flameblast on R3 ( thus range 0-1 ) puts you real close to the opposition and since you have no armor at all at that point you could be in for a rude awakening.
Waiting until R4 to summon Sersiryx and put him into play undefended right under the opposition's nose is a catastrophy in the making imo.
Better to summon him on R1, let him accumulate some mana and be very cautious with him.
I don't know if you have used Ignite yet but it's not so simple. If there's already a Burn counter on the opposing Mage you can't use Ignite on him anymore, unless you put the Burn counter on another creature in the opposing Mage's zone and then move the counter with the Warlock's Fireweaving ability.
However, if your opponent does not play any creatures of his own or they are not in his zone your Ignites are useless, unless you can use a creature of your own to play them on and then transfer them onto the other Mage, but ...
Sersiryx is not a creature you want in that spot as I already mentioned, the Hellions are immune to fire spells and the Wraith is Incorporeal and thus has the Burnproof trait iirc, so none of your creatures is suitable for that role.
You will likely be left with a lot of unusable Ignites.
Combustion : 1 copy should be more than enough. I took it out as I never used it anyway.
Overall, the things the book seems to be missing the most imo :
- more burn spells
- Hawkeye(s)
- Enfeeble and Agony
- Battle Forge ( better let the Forge put Leather Boots/Gloves on you than waste an action on a Rhino Hide )