The main idea is to ramp out the hexproof/ramp pieces ahead of the curve so that when dealing with control matchups, the deck can build up board presence and against fast decks, stax pieces. Path solves Things in the Ices and the such potentially as soon as they drop.
With Ramunap, there's even some cute Field of Ruin ramp that can happen and other nice interactions that make the deck run.
Serpopard is a cute way of making sure everything goes down just the right way (can also be cast from collected company - goldfish me this: Serpopard and any other ramp creature is spicy or what?), and Shalai makes for nice hate that requires non-targetting removal for ALL creatures.
Theoretically, this deck already has a good match-up versus Burn, and maybe the addition of Walking Ballista on main or side would help with control decks that run planeswalkers and bridges as win conditions.
The hate deals with decks that cast stuff for free/cheap, taking into account that the deck aims to cast most stuff around the 3 cmc curve anyways, it allows for heavy dredge/ur phoenix/tron hate to come through. Against matchups that don't have enchantment removal but run on a faster clock, Worship might just be the right call.
I think it's a fun one, spicy but solid.