They're not collaborating on this. Sorry, grammar is a pet peeve of mine. Why do we have to believe Zenogais? I'm not saying this is a fake or not, but I'm curious as to why a second person claiming that they received this PDF makes the card legit.
Like I said, just look at Zenogais' previous posts. He's spoiled things from Coldsnap, and proved backup for Promos as well. What more proof do you need?
Generally, people who have the money to own/buy a Time Vault should have been around the game long enough to know that "disruption" refers to anything that tries to mess with your combo. As you said yourself, disruption is "instants that screw the whole process".
In the Vintage format, which often wins on turns 0~3, this deck would be considered a "joke" as it would have a very little chance of winning. Casually, this deck fares much better. His criticism was right on, but you clearly did not intend to compete with this in a tournament, so the criticism may have sounded a little more harsh to you.
I'm bored today so I'll try to cover the suggestions...
1 I guess it depends on your play group, but broken tutors like Demonic Tutor are usually banned or used only 1 per deck.
2 Tezzeret provides additional (and legal) search for your vital Time Vault, not to mention its untap abilities + alternate win condition.
3 This tip was only meant for competitions.
4 As you said, you're basically doomed if your Time Vault doesn't resolve. Same things for Feldon's Cane, Voltaic Key and Aphetto Alchemist.
5 Energy Chamber lets you win faster with Darksteel Reactor or power up your creatures - both of which are useless with Infinite Turns.
6 Null Rod is in a lot of vintage decks and would shut down this deck completely.
7 Tolarian Academy is the best land in the game, especially if you're running artifacts. It would let you achieve Time Vault + whatever much earlier than turns 5~8.
8 Joiner's Adept, and for that matter the 5 color artifact lands are sort of useless here if you're trying to maximize Sunburst on Clearwater Goblet. There are better ways to hold back your opponent, and with a lot less cards.
Brainstorm and Ponder are really good in Vintage with Onslaught Fetch Lands + provide additional digging for Time Vault and other combo pieces. It's your choice if you want to include it.
9 Tinker gets you Time Vault out very early and straight into play. A no-brainer in this deck.
10 Grim Monolith, Sol Ring, Mana Vault all help accelerate your deck into a faster win.
13 Pithing Needle on Time Vault = game loss.
14 Echoing Truth and its variants will return the hate such as Pithing Needle so you can combo out.
16 Aphetto Alchemist? A good card for this deck, it's just that in a competition this deck would never be taken seriously.
17 In a Vintage deck running blue, 4 Force of Wills are a must.
The Spawnwrithe + Breath of Fury combo definitely works...combat damage is dealt, both triggers go on the stack, and since it's your abilities, you can stack them however you want. So if you stack it top to bottom: 1. Spawnwrithe Trigger, 2. Breath of Fury Trigger, you'll get the token, then sacrifice the original attacking Spawnwrithe, attaching Breath of Fury to the new token.
Emblem of the Warmind seems like an odd choice in a deck with only 4 creatures (although I guess they multiply eventually). The combo might work pretty well in a casual R/G Beatdown deck though.
Adding in Edge of Divinity for the sole purpose of pumping up Nip Gwyllion seems rather pointless, and enchanting Divinity of Pride seems like overkill. I'd take the Nip Gwyllions out...
Alternatives:
Mistmeadow Skulk - Lifelink + a nice protection
Augury Adept? - not so sure about this one
Ajani Goldmane/Ajani Vengeant - Definitely, if you'd prefer to splash red for Vengeant...Goldmane is just good all around in this deck.
Battlegrace Angel - Lifelink + Nice Finisher.
And 20 creatures definitely seems enough...enough to consider Windbrisk Heights.
I ran a deck similar to this once...although it was purely casual, no where near vintage level.
Empty the Catacombs and Footbottom Feast were interesting in the deck, as I could reuse cycling creatures if I was missing a combo piece. (sorry I don't know how to link to a card)
If you were going to hardcast with the mana from Songs of the Damned, Phage, Hypnox, Sutured Ghoul and Myojin of Night's Reach were all good plays as well. Of course, they are pointless if your goal is to revive them (except Sutured Ghoul)
I don't know if it was the Greatest Underdog Story ever told...but certainly from a Magic point of view, one of the greatest, and very relatable.
Like I said, just look at Zenogais' previous posts. He's spoiled things from Coldsnap, and proved backup for Promos as well. What more proof do you need?
Clearly real. Just look at the previous posts of the guy I'm quoting from. He's said the same lines before for previously spoiled cards.
In the Vintage format, which often wins on turns 0~3, this deck would be considered a "joke" as it would have a very little chance of winning. Casually, this deck fares much better. His criticism was right on, but you clearly did not intend to compete with this in a tournament, so the criticism may have sounded a little more harsh to you.
I'm bored today so I'll try to cover the suggestions...
1 I guess it depends on your play group, but broken tutors like Demonic Tutor are usually banned or used only 1 per deck.
2 Tezzeret provides additional (and legal) search for your vital Time Vault, not to mention its untap abilities + alternate win condition.
3 This tip was only meant for competitions.
4 As you said, you're basically doomed if your Time Vault doesn't resolve. Same things for Feldon's Cane, Voltaic Key and Aphetto Alchemist.
5 Energy Chamber lets you win faster with Darksteel Reactor or power up your creatures - both of which are useless with Infinite Turns.
6 Null Rod is in a lot of vintage decks and would shut down this deck completely.
7 Tolarian Academy is the best land in the game, especially if you're running artifacts. It would let you achieve Time Vault + whatever much earlier than turns 5~8.
8 Joiner's Adept, and for that matter the 5 color artifact lands are sort of useless here if you're trying to maximize Sunburst on Clearwater Goblet. There are better ways to hold back your opponent, and with a lot less cards.
Brainstorm and Ponder are really good in Vintage with Onslaught Fetch Lands + provide additional digging for Time Vault and other combo pieces. It's your choice if you want to include it.
9 Tinker gets you Time Vault out very early and straight into play. A no-brainer in this deck.
10 Grim Monolith, Sol Ring, Mana Vault all help accelerate your deck into a faster win.
13 Pithing Needle on Time Vault = game loss.
14 Echoing Truth and its variants will return the hate such as Pithing Needle so you can combo out.
16 Aphetto Alchemist? A good card for this deck, it's just that in a competition this deck would never be taken seriously.
17 In a Vintage deck running blue, 4 Force of Wills are a must.
Hope that was alright?
Emblem of the Warmind seems like an odd choice in a deck with only 4 creatures (although I guess they multiply eventually). The combo might work pretty well in a casual R/G Beatdown deck though.
Alternatives:
Mistmeadow Skulk - Lifelink + a nice protection
Augury Adept? - not so sure about this one
Ajani Goldmane/Ajani Vengeant - Definitely, if you'd prefer to splash red for Vengeant...Goldmane is just good all around in this deck.
Battlegrace Angel - Lifelink + Nice Finisher.
And 20 creatures definitely seems enough...enough to consider Windbrisk Heights.
Empty the Catacombs and Footbottom Feast were interesting in the deck, as I could reuse cycling creatures if I was missing a combo piece. (sorry I don't know how to link to a card)
If you were going to hardcast with the mana from Songs of the Damned, Phage, Hypnox, Sutured Ghoul and Myojin of Night's Reach were all good plays as well. Of course, they are pointless if your goal is to revive them (except Sutured Ghoul)