I'm not going to include Tendrils or EtW because having those would either force you to run more than one dark rituals, cabal rituals etc or only go off from grave with Yawgmoth's Will, this would slow the deck down considerably because even with FoWing a card this deck can in it's current state win pretty early with Tezz to Time Vault.. That would also cost you to lose ability to control the game. Excuse my ignorance.. But with so many new hate cards like Ethersworn Canonist and Mindbreak Trap (No answer to that here apart from counters), it looks likely that the Tendril-based decks are going to eventually die off and be replaced by something (now) less fragile, if that hasn't started to happen already. Furthermore a single Leyline of the Void can ruin your picnic if you rely to go off from grave and include cards specifically for that purpose. To put it short, I just don't believe in going for an approach for a deck that causes the deck to be stomped by something built to beat it. All decks will lose most of the time to something hating it strongly, but potentially not to a deck that tries to hate everything in the format.
By the way, there was only one land that comes into play tapped and doesn't allow to pay life for coming into play untapped. That land was removed.
Another restricted card was added, Balance, along with minimal modification (I think changing just one land is enough) of the manabase. Burning Wish would do this deck absolutely nothing unless the SB is also changed to include some utility sorceries, if you have ideas about those feel free to bring them up. I'm already using all of the best artifact accelerators, the only one that isn't there is Lotus Petal, and that's a one-shot card, not imo that good unless you'll be bringing it back from grave with Yawgmoth's Will for a Tendril storm.
I however took the rest of your advice into consideration... This is what the list looks like now:
// Lands
1 Tundra
1 Gemstone Mine
1 Seat of the Synod
1 Tolarian Academy
1 Sunken Ruins
1 Watery Grave
1 Darkwater Catacombs
1 City of Brass
1 Misty Rainforest
1 Flooded Strand
1 Underground River
1 River of Tears
1 Polluted Delta
1 Island
1 Swamp
1 Scalding Tarn
1 Underground Sea
// Creatures
2 Tezzeret the Seeker
1 [ARB] Sphinx of the Steel Wind
// Spells
1 Mana Crypt
1 Mox Emerald
1 Pact of Negation
1 Mox Sapphire
1 Mox Jet
1 Mox Pearl
1 Black Lotus
1 Mox Ruby
1 Voltaic Key
1 Sol Ring
1 Mana Vault
1 Sensei's Divining Top
1 Vampiric Tutor
1 Ancestral Recall
1 Spell Pierce
1 Brainstorm
1 Chain of Vapor
1 Mystic Remora
2 Tainted Pact
1 Demonic Tutor
1 Impulse
1 Hurkyl's Recall
1 Time Walk
1 Negate
1 Merchant Scroll
1 Balance
1 Time Vault
1 Lim-Dul's Vault
1 Counterspell
1 Transmute Artifact
1 Mana Drain
1 Three Wishes
1 Yawgmoth's Will
1 Cunning Wish
1 Tinker
1 Jace, the Mind Sculptor
1 Fact or Fiction
1 Force of Will
1 Misdirection
// Sideboard
SB: 1 Relic of Progenitus
SB: 1 Annul
SB: 1 Dispel
SB: 1 Divert
SB: 1 Tainted Pact
SB: 1 Hurkyl's Recall
SB: 4 Energy Flux
SB: 2 Ravenous Trap
SB: 2 Mindbreak Trap
SB: 1 Force of Will
As you can see, it looks a lot more Highlander-ish now. Unless you're going for something else than a Tezzeret pre-SB it's impossible to have Tainted Pact "fizzle", in the worst case you'll reveal your time vault first and will have to stick with that. Post-SB the tech against that deck you're playing against (Relic of the Progenitus, Energy Flux) should be a pretty desirable gain from Tainted Pact in place of your win condition. I also removed intuition to be able to play just 2 Tezzerets.
I'm not entirely sure if changing those FoWs for Misdirection and Pact of Negation was a good move, FoW can be played to stop a turn one Belcher or a tutor to EtW, and these cards can't do that.
If anyone has further improvement suggestions other than throwing the concept away and picking up a "normal" Tezzeret deck, feel free to speak your mind.
