Unlike your deck, recent gravekeeper's decks are all copies of each other and they all work. Why? Because they have the tools to do it (tons of traps + easy summon monsters that work well together).
However, I'll keep your non-meta scheme going (though i think the meta one runs better) and give fixes:
-2 magical dimension (i know, visionary; but imo it's a pricy card to have)
-1 Pot of A (necrovalley = dead card)
-1 summoner monk (what's he doing there XD?)
-2 Divine wrath
-1 guard or spy (recruiter's got it covered)
-1 rite of spirit (space issue, good card otherwise)
+1 Magician's circle (this card is just visionary's best friend)
+1 commandant (necrovalley has to be in your hand)
+2 solemn warning (you can't play without it)
+3 pot of D (this card is just tooooo good. I'm starting to find ways to main it in all my decks; prediction: limited in next format)
+1 royal oppression (must have this)
Also, i don't know how you can fit them, but glow up bulb works really well in GK decks (think, face down spy + bulb in grave = trishula). Also, Gale + GK's = Arcanite and/or blackwing synchro's.
Some noobs or pro wanna be's will tell you that DAD is bad; however, DAD in GK decks is a guaranteed 2800 beater to summon (thanks to steele) when you draw him. Even if his effect is cancelled, he's still a 2800 beater.
Again, i don't believe this is the best way to run GK's now that recruiter is available on kcvds, but i modified while keeping your theme going.