I made a few modifications and this is what I have right now
5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c1 5c1 5c1 5c2 5c2 5c2 5c3 5c3 5c6 5c6 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rl 5rl 5ro 5rp 5rp 5rp 5rp 5rp 5rp 5rs
Now, I'm not saying the deck sucks, but I can tell you right now why the deck isn't winning.
With only three creatures, you can't ever draw anything to hit with. And you need early spirits to grow. Take spirits instead of heals. You're drawing like pewp but there's no point. What are you going to draw? More pillars? Heal?! And what were you planning on doing with that scarab? With only six turns of delays, and a whopping total of 8 healing per turn possible, you aren't EVER going to need to worry about decking out, especially if you're using growth properly.
In a great deck, ever card helps every other card. How was heal helping sundial? How was Pharaoh helping your carapaces?
Since we have a card limited vault, I don't think these are the kind of cards we want to open with. If we take down time, we should salvage sundials, no questions asked. But I don't get why you didn't nova into the sundials, so you'd be able to draw and grow your spirits more. And if you're going for a delay+grow, why not take aether?
I imagine this deck is good when it gets going. The spirits can grow forever, and that probably looks fun. And I like the concept of splashing for time to get some sundials as delays, it would probably help your spirits grow. Maybe I have a weird playstyle, but I would design the deck like this:
5bs 5bs 5bs 5bs 5bs 5bs 5c1 5c1 5c1 5c1 5c1 5c1 5c3 5c3 5c5 5c5 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5rp 5rp 5rp 5rp 5rp 5rp
or this:
4vj 4vj 4vj 4vj 4vj 4vj 5bs 5bs 5bs 5bs 5bs 5bs 5c1 5c1 5c1 5c1 5c1 5c1 5c3 5c3 5c5 5i7 5i7 5i7 5rp 5rp 5rp 5rp 5rp 5rp
or if you want to deck them out, use this FFQ
...maybe I'm just and idiot.....