Now that the card Serum Visions is confirmed via scan (
http://www.magicdeckvortex.com/CARDS/serum_visions.jpg), some discussion about its place in GAT builds that run Sleight of Hand has arisen. The following is an analysis of both cards' relative merits by an exhaustion of possibilities.
For the uninformed:
Serum Visions

Sorcery
Draw a card.
Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)
Sleight of Hand

Sorcery
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.CONCERNS OF NOTE:--First we will consider the cards' merits in the absence of other information about the status of the top cards of your deck.
--The shuffling ability of tutors and fetchlands is not relevant here, because for Sleight you don't know what the third card is going to be, and for Visions you DO know but will either leave the card on top or put it on bottom anyway.
--All sub-cases are eqaully likely with respect to each other.
--Winner of each sub-case in parentheses.
Case 1: one of top 3 cards is the one you want to keep - Winner: TieSub-case A: Top card is the one you want, next two are no good. (VISIONS)
Visions: gets the good card now and a random card next turn
Sleight: gets the good card now and a bad one next turn.
Sub-case B: Second card card is the one you want, top and third are no good. (SLEIGHT)
Visions: gets a bad card now and the good card next turn.
Sleight: gets the good card now and a bad card next turn.
Sub-case C: Third card is the one you want, top two are no good. (TIE)
Visions: gets a bad card this turn, good card next turn.
Sleight: gets a bad card this turn, good card next turn.
Case 2: two of top 3 cards are ones you want to keep - Winner: Tie?*Sub-case A: Top two cards are the ones you want, third card is no good. (VISIONS)
Visions: gets a good card now, good card next turn.
Sleight: gets a good card now, bad card next turn.
Sub-case B: Top and third card are the ones you want, second card is no good. (TIE)
Visions: gets a good card now, good card next turn.
Sleight: gets a good card now, good card next turn.
Sub-case C: Second and third cards are the ones you want, top card is no good. (SLEIGHT)
Visions: gets a bad card now, good card next turn, good card on third turn.
Sleight: gets a good card now, good card next turn, random card on third turn.
Case 3: three of top 3 cards are cards you want to keep - Winner: VisionsVisions: gets good card now, get second good card next turn, and a good card after that.
Sleight: gets good card now, get second good card next turn, and a random card after that.
Case 4: none of top 3 cards are cards you want to keep - Winner: VisionsVisions: gets a bad card now and a random card next turn.
Sleight: gets a bad card now and a bad card next turn.
*Considering cases 2A and 2C, Visions gives you four good cards and one bad card, Sleight gives you three good cards, one bad card, and one random card. This is partially offset by the fact that Sleight gives you its good cards faster than does Visions, and so Visions' overall superior card quality may prove ineffective at offsetting Sleight's speed if you don't get to draw that third card (by either natural draw or Ancestral Recall or whatever). This is however a very marginal advantage and I judge it to be less important than Serum Visions' overall superior card quality.
Thus, Serum Visions is superior to Sleight of Hand on its own merits (i.e., cast without any other knowledge about the status of your library). But, what about in combination with Brainstorm?
Case 1: Brainstorm, putting two bad cards back. (VISIONS)Visions: One bad card in hand, one on bottom of library, next turns' draw is known.
Sleight: One bad card in hand, one on bottom of library, next turns' draw is random.
Case 2: Brainstorm, putting one good card and one bad card back. (VISIONS)Visions: One good card in hand, one bad card on bottom of library, next turns' draw is known.
Sleight: One good card in hand, one bad card on bottom of library, next turns' draw is random.
Case 3: Brainstorm, putting two good cards back. (VISIONS)Visions: One good card in hand, next turns' draw is good, third turns' draw is good or random.
Sleight: One good card in hand, next turns' draw is random, third turns' draw is random.
So Serum Visions also has a superior interaction with Brainstorm.
CONCLUSION: Any deck that would run Sleight of Hand should be running Serum Visions first. It is assumed that all such decks will be running four Brainstorm as a matter of course.