TradeMark:
It was a pleasant surprise to find someone who doesn't quite understand the format is still capable of following the forum rules. For that, I am pleased.

Regarding your deck, there are a couple obvious problems I see. The most glaring is that your actual win condition, that is, locking people out of winning the game themselves, will lose at least a half dozen games in tournament play just because either your opponent has
1) More than X win conditions, where X is how much library removal stuff you draw
2) Drawn the win conditions.
In addition to these are the number of games your opponent will win with raw-stupid plays, like turn one tinker-colossus with walk or tutor in hand, or a turn one tendrils kill, or even a waste-heavy fish draw.
I agree that removing chunks of your opponent's library can be great fun and extremely helpful for your gameplan, but you haven't yet actually formed a coherent gameplan. I would read up on decks like Stax and Fish and lean one way or the other with your deck. For example, if you search for the most recent SCG Richmond results, you'll find an interesting workshop deck piloted by Colby Evenpence that features the Jester's Cap in particular. This benefits his deck in that it removes not only his opponent's win conditions, but also their methods of breaking out of the stax lock. Effects like Extract, Hide/Seek, and obviously Rootwater Thief are much stronger in an actual dedicated fish deck, where if removing all the win conditions doesn't lend itself to be an option you can start taking things like Triskelion, Tinker, or Yawgmoth's Will in an effort to prevent your opponent from stabilizing or comboing you out.