Not really no. It doesn't have a bunch of cone of colds/blizzard/frost nova/ice blocks to stall for giants, which there's only 2 of anyway, nor does it have the direct damage to face rush then nuke and finish at 8. Only one fireball, no pyro, no ice lances(not great but does quite a bit of direct damage) means you're not gonna nuke the face and most likely use the the nukes for control. However you also have a bunch of small cards, most of which aren't good combat cards, no shattered, no commander, no dark iron, one argus. Only 2 giants have more than 4 damage as creatures, and the giants are fairly conditional and can be dead cards for many turns(especially molten if you're controlling a lot). Very little drawing so you can't quickly spam your small creatures when they inevitably die in trades.
It definitely has good cards, but imo the deck looks a little weak and I wouldn't expect to get more than 6-7wins out of it. Unless you get heavy momentum and keep drawing the right stuff, you'll run out of steam before you can finish your opponent. The only way I see it winning against good decks would be if the opponent gets derpy and overextend into flamestrike or blizzard, or if you get the giants out without him having any sort of answer at all.
I got 9 wins with a fairly similar deck earlier, I had a lot of good cards, but not enough draw, not enough lategame, not enough direct nuking(unless I could keep my one frost bolt to combo with my one ice lance). I ended up with 9wins but the last 3 wins were pure luck, I top decked twice for a win one turn before death(fireball and the other I top decked frostbolt with icelance in hand) and the other game guy must have had shit for draws cause he pretty much didn't play anything for 4turns.
I find myself building more top heavy lately as unless you're warlock or get lucky on neutrals and/or class cards that give draw, doing an aggro deck when you're not guaranteed to get the good aggro cards(mostly the buffer cards so you can trade you 2 and 3 mana crap for 4 and 5mana mobs) I find a bit pointless. I'd rather smooth the curve and add more lategame options because most games tend to go to 10turns or more and once you're at 0-2cards in your hand you don't want to be drawing a raptor. Varies depending on the class though, don't mind it as much on druid because of mark of the wild/mark of nature, can make shitty creatures into good ones easily. I'll generally draft 5-7cards for 5mana and more though, potentially more if they're good ones and I have decent early control.