I know I am reviving an ages old topic, but I wanted to show what the deck has evolved to (in those few times I actually took the deck and played/modified it. I'll explain my choices this time

. As I only play Vintage in MWS and I somehow ended up with a very bad version of the deck (did I
really add the white wish??) I had to rebuild a large part of it and it's consistency is still subpar.
Decklist:
// Lands
1 Oboro, Palace in the Clouds
4 Undiscovered Paradise
4 Glimmervoid
1 Cephalid Coliseum
1 Crystal Vein
1 Strip Mine
2 Wasteland
3 City of Brass
1 Glacial Chasm
1 Tolarian Academy
1 Mishra's Workshop
// Spells
1 Mox Sapphire
2 Zuran Orb
4 Horn of Greed
1 Black Lotus
1 Lotus Petal
1 Demonic Tutor
1 Mox Jet
1 Mox Emerald
1 Timetwister
1 Time Walk
1 Ancestral Recall
1 Fastbond
1 Vampiric Tutor
1 Regrowth
4 Exploration
1 Tendrils of Agony
4 Pact of Negation
1 Imperial Seal
1 Enlightened Tutor
2 Crucible of Worlds
1 Crop Rotation
1 Hurkyl's Recall
3 Nix
4 Dark Ritual
Breakdown and explaination:
1 Oboro, Palace in the Clouds
It's a bomb in the deck, but I finally agreed it's legendary supertype excluded a second copy
4 Undiscovered Paradise
4 Glimmervoid
3 City of Brass
I chose for a rainbow mana base
Paradise is actually quite good in the deck, as its drawback often works in your advantage
1 Cephalid Coliseum
1 Crystal Vein
1 Strip Mine
2 Wasteland
1 Glacial Chasm
1 Tolarian Academy
1 Mishra's Workshop
Some utility lands. Cephalid coleseum is your alternate kill, strip mine/wasteland can go for a soft lock with crucible. After my last change (see moxen) Tolarian Academy has actually had a dramatic decrease in value and I may end up cutting it. I have no more than one workshop
1 Mox Sapphire
1 Mox Jet
1 Mox Emerald
1 Black Lotus
1 Lotus Petal
My last change was actually to cut the two moxen that aren't in the deck's main colors for two nixen. I tended to be a bit flooded and I would rather cut the moxen than lands. This may still turen out to be a mistake.
2 Zuran Orb
4 Horn of Greed
1 Fastbond
4 Exploration
2 Crucible of Worlds
Core of the deck. Creates different ways of going infinite, going near-infinite and (very) soft locks.
1 Demonic Tutor
1 Vampiric Tutor
1 Imperial Seal
1 Enlightened Tutor
1 Crop Rotation
Tutors.
Imperial seal: Sorcery drawback is severe, but I think it is still worth playing. Often you will be casting your tutor mid-combo anyway, following it up with drawing a card (not being able to respond to a horn trigger is a pity though)
Enlightened tutor: Rather good, it searches effectively half of your deck, as all your combo cards are enchantments, artifacts or lands
Crop Rotation: Man, why did nobody tell me this card was missing from my original list?

Fetches you the other half of your deck. This was also the card that convinced that when adding it an Oboro less would not hurt the deck.
1 Timetwister
1 Time Walk
1 Ancestral Recall
1 Regrowth
Nothing special there.
4 Dark Ritual
Some acceleration. Allows turn one (sometimes even before land drop) horn of greed. Now that I am looking at this they might be one of the least vital cards in the deck - I may end up cutting one or two.
1 Tendrils of Agony
Still like tendrils for the kill. You can often play it before you go completely infinite to gain life (for fastbond - only when you are really low on life) or even for the kill if you can already get the storm count high enough.
4 Pact of Negation
3 Nix
My protection suite. Incidentally all of them are from Future Sight. Nix counters all de facto standard counters in the format except mana drain, which is much easier to play around than the format defining free spells. When the opponent is in a soft lock they may also be used to counter moxen/lotus.
So far they have been rather good for me, but I do still consider trying out Red Elemental Blasts instead. For a similar mana cost it does the important thing Nix does - they counter free counters, but they also counter mana drains - which is compensated by the fact that they do not counter moxen.
1 Hurkyl's Recall
Some general utility that comes in handy in a few matches. It lives by the fact that if you go off you will practically draw all your cards - you usually do not want to draw it. It both returns your horns (eg to safely go recur Cephalid Coliseum) and serves as a random out in some cases. At times it can save your artifacts from an opposing destruction spell, but as it's a singleton that chance is not all that big.
I have been considering moving this card to the sideboard and add in a Research(/Development) as to (1) be able to get specific hate into your deck, to (2) get an out to something standing between you and your victory condition and to (3) function as an anti-extirpate card. However, 1 and 3 are not too well done without at least two copies and 2 is mostly served by the Recall already (platinum angel).
What are your thoughts on the choices I made/yet have to make? Do you have any suggestions for the deck?