So yes, as the title suggests, this Tatyova PDH deck is a combo build that aims to generate infinite mana, followed by a victory through Capsize or Wildheart Invoker. Of these two Capsize is the easiest win, as you can just clear your opponent's board and repeat the combo as necessary.
The two infinite mana combos of this deck are as follows:
If you have one of those combos, it is easier to use some creature with a draw cards effect to find everything else, than adding more wincons (you just blink that with your wizard). That said, Temporal fissure might be an idea: you just play a few cards and this bouncing some of their lands and a return wizard (maybe more of your stuff to replay though) and do that for a few turns and you won. Besides that it is basically the same as capsize after the combo - just bounce your return wizard too to get the fissure back.
I would use the mana accel land auras, such as wild growth and utopia sprawl over the small elves. There are also more expensive options I would consider if you are really aiming for these combos. This way you got your accel AND your lands that tap for more mana.
You can also use frantic search and rewind+another return wizard for the combo instead of the creatures (rewind requires something to counter but on the other hand if you can counter everything they got, you do not really need more), if your lands produce enough mana. This may be important since the creatures are hard to find.
Those are all excellent suggestions. Land auras make it easier to combo out, and Merchant Scroll is a great tutor. I always thought it was uncommon for some reason. I'll also have to find room for Muddle the Mixture, as it's the only pauper legal card (as far as I know) that can tutor for one of the untap pieces in the combo by transmuting to Cloud of Faeries.
Deck needs more High Tide. It would make it easier for you to combo out with your flickers, and I think it would be even more reliable then getting the tron. You need all 3 lands, and don't have that many tutors for them. High Tide is a single card, that can be tutored with Merchant Scroll and Dizzy Spell. Had a game where I recured it 3 times to make inifite without lands that tapped for 2. If you decide to go this route, I would suggest upping your basics island count - you should be able to fix your mana rather well without all the duals.
As yet another wincon, I also play Merrow Witsniper but I'm actually inclined to cut it since that once you get to your combo and infinite mana, you can play Tatyova (giving you can make G and U something tron doesn't do) to draw your deck. And winning from there should be pretty easy.
They just wouldn't be pauper legal...
But staying on the landsuggestion, I think you should increase basic islands. High Tide needs lots of them. You could either remove the tron or the loci - and I would cut the non-lifegain duals. You lose tempo with the cipt and your fixing is already excellent.
1x Tatyova, Benthic Druid
Land (38)
1x Bant Panorama
1x Cloudpost
1x Command Tower
1x Evolving Wilds
11x Forest
1x Glimmerpost
9x Island
1x Lonely Sandbar
1x Seat of the Synod
1x Simic Growth Chamber
1x Simic Guildgate
1x Slippery Karst
1x Terramorphic Expanse
1x Thornwood Falls
1x Tranquil Thicket
1x Tree of Tales
1x Urza's Mine
1x Urza's Power Plant
1x Urza's Tower
1x Woodland Stream
Tutor (7)
1x Crop Rotation
1x Drift of Phantasms
1x Expedition Map
1x Merchant Scroll
1x Reap and Sow
1x Trinket Mage
1x Vedalken AEthermage
1x Elven Cache
1x Reclaim
1x Salvage
Untap (2)
1x Cloud of Faeries
1x Peregrine Drake
Ramp (15)
1x Coiling Oracle
1x Cultivate
1x Elvish Mystic
1x Far Wanderings
1x Grow from the Ashes
1x Harrow
1x High Tide
1x Kodama's Reach
1x Llanowar Elves
1x Sakura-Tribe Elder
1x Search for Tomorrow
1x Thought Vessel
1x Utopia Sprawl
1x Wild Growth
1x Wood Elves
Control (8)
1x Abjure
1x Condescend
1x Counterspell
1x Deprive
1x Muddle the Mixture
1x Negate
1x Rewind
1x Unwind
1x Archaeomancer
1x Salvager of Secrets
1x Scrivener
Blink (2)
1x Displace
1x Ghostly Flicker
Draw (14)
1x Borrowing 100,000 Arrows
1x Brainstorm
1x Frantic Search
1x Gush
1x Mulldrifter
1x Mystic Remora
1x Opt
1x Ponder
1x Preordain
1x Rhystic Study
1x Sea Gate Oracle
1x Sleight of Hand
1x Treasure Cruise
1x Whispers of the Muse
Removal (5)
1x AEther Adept
1x Blink of an Eye
1x Broken Bond
1x Dissenter's Deliverance
1x Snap
Wincon (2)
1x Capsize
1x Sage's Row Denizen
So yes, as the title suggests, this Tatyova PDH deck is a combo build that aims to generate infinite mana, followed by a victory through Capsize or Wildheart Invoker. Of these two Capsize is the easiest win, as you can just clear your opponent's board and repeat the combo as necessary.
The two infinite mana combos of this deck are as follows:
1) Peregrine Drake + Ghostly Flicker/Displace + Archaeomancer/Salvager of Secrets/Scrivener = infinite mana.
2) Cloud of Faeries + Ghostly Flicker/Displace + Archaeomancer/Salvager of Secrets/Scrivener + any combination of two lands that tap for four mana total, one of which is blue* = infinite mana.
*Possible combinations: Simic Growth Chamber + any Urza land or any land that taps for blue + Urza's Tower.
Alternatively, I can win through Sage's Row Denizen if I get either of the combos online.
If you have one of those combos, it is easier to use some creature with a draw cards effect to find everything else, than adding more wincons (you just blink that with your wizard). That said, Temporal fissure might be an idea: you just play a few cards and this bouncing some of their lands and a return wizard (maybe more of your stuff to replay though) and do that for a few turns and you won. Besides that it is basically the same as capsize after the combo - just bounce your return wizard too to get the fissure back.
I would use the mana accel land auras, such as wild growth and utopia sprawl over the small elves. There are also more expensive options I would consider if you are really aiming for these combos. This way you got your accel AND your lands that tap for more mana.
You can also use frantic search and rewind+another return wizard for the combo instead of the creatures (rewind requires something to counter but on the other hand if you can counter everything they got, you do not really need more), if your lands produce enough mana. This may be important since the creatures are hard to find.
Merchant scroll may be a good idea for your deck as well.
Alternate there's also the loci.
I also think you would benefit with from Gush since you can play that lands again to draw from Tatyova, and Gush is amazing with High Tide.
The suggestion with aura ramp is great and something I didn't think of myself - will definitely add that.
Instead of Walking Atlas you could run either Sakura-Tribe Scout or Skyshroud Ranger.
As yet another wincon, I also play Merrow Witsniper but I'm actually inclined to cut it since that once you get to your combo and infinite mana, you can play Tatyova (giving you can make G and U something tron doesn't do) to draw your deck. And winning from there should be pretty easy.
EDIT: Just though of another wincon in terms of Sunscorched Desert.
1x Opal Palace
1x Warped Landscape
1x Walking Atlas
1x Growth Spiral
1x Explore
1x Sakura-Tribe Scout
1x Rush of Knowledge
1x Deep Analysis
1x Llanowar Scout
1x Wildheart Invoker
1x Mnemonic Wall
1x Cloudpost
1x Glimmerpost
1x Utopia Sprawl
1x Wild Growth
1x Merchant Scroll
1x Muddle the Mixture
1x Borrowing 100,000 Arrows
1x Frantic Search
1x Gush
1x High Tide
1x Salvager of Secrets
But staying on the landsuggestion, I think you should increase basic islands. High Tide needs lots of them. You could either remove the tron or the loci - and I would cut the non-lifegain duals. You lose tempo with the cipt and your fixing is already excellent.