No radical changes to the Sphinx deck, but I did remove some of the tutors and replaced them with cards that manipulate the top deck. I also removed many of the creatures and packed more equipment. Winning with my commander (Sharuum) seemed like a good way to approach this deck.
Some of the changes were good. The turns are now slightly faster without all the deck searching, but the interactions between the many artifacts in play are tedious. I might pull some of the worst offenders. Also, without spot removal or counterspells, Sharuum is often in a bad position. At least replaying Sharuum often means bringing back a scary artifact.
Which brings me to a theme I'd like to enhance: forcing opponents to make decisions.