Also updated the mana base, there have been a lot of changes there that I've been too lazy to update.
Reasoning - Garruk is almost always being used for ramp anyway and Dockside Extortionist is too good to not add to the deck, especially when we can start abusing ETB's on creatures, it just makes sense to go more towards creatures whenever possible. Farhaven Elf isn't the greatest card, but adding more ramp is just going to make the deck run more smoothly and again we can start getting free value off recursion. Korvold, could actually be the commander for the deck and might make it better, but I can't take the reins out of Kresh's hands. Korvold should be able to generate a ton of value due to the number of sacrifice options within the deck. Sheoldred is really just too slow for this deck. It wins off of big sudden turns and Sheoldred needs to make the rounds before generating any value. Lightning Greaves is fine, but Anger and Urabrask both do haste better in this deck. As creatures they can be recurred or tutured and also give haste to the whole team. When the deck starts going off for a winning turn Lightning Greaves is just never a part of that.
Reasoning - This is the one slot I've been waffling on for a while. I played this deck twice at my most recent get together, won both games pretty quickly with Jarad, and had no chance to utilize Vaevictis at all. I think as a tutor target when I'm in trouble, it's going to be rare that I both have haste and need to get rid of a permanent from each player. But this is a tutorable removal option when I'm unloading creatures on the board and going for a win. So with no real evidence either way I'm taking the dragon out and going with The Great Henge. I like the obvious synergy with a power matters deck and there is a pretty good chance I can just play this for free in a lot of cases. There are a ton of lands that deal damage to you in this deck, not to mention Mana Crypt so the 2 life when a creature comes in could come into play if a game goes long. It just adds some value with (laterish) ramp and card draw. The +1/+1 counters are fine as well.
Reasoning - Assassin's Trophy just seems to be a straight upgrade over Maelstrom Pulse. I'm not sold on Vaevictis Asmadi and haven't had the fortune of getting to use him in the few games I have played in the last year, but I've been looking to replace Inferno Titan. I'm still looking for possible replacements in this slot.
I think if you are going Yidris as the commander (which is an idea I like btw) you need to have some level of focus on getting him through for combat damage. If you can get the cascade going you are going to have some absolutely bonkers storm like turns. Obviously there are a lot of good combat equipment you can throw in for Yidris that will double as artifacts. Basilisk Collar, Lightning Greaves, Swiftfoot Boots, and Sword of Feast and Famine would all be good choices.
As for ramp, I think you want a ton of it. Again, once you have cascade going you can cascade into rocks, which enables you to cast more spells that also have cascade and you are on the road to value town. Even though you have access to green focusing more on artifact ramp would make sense here due to your theme. My Yidris deck concentrates on 2 cmc or less, colored ramp, to maximize my chances of getting him out on turn three before people are likely to be able to deal with him. If you do run rocks, Paradox Engine becomes extremely good. Lotus Bloom, signets, Fellwar Stone, are all good ramp for this deck.
A big overhaul. I got tired of always stalling out, so I took the lessons from my Damia and Teneb decks. I'm used to expensive mana bases because I wasn't play Green, but Kresh is. So I cut a lot of the nonbasics for basics and added back in a lot of basic ramp cards. In addition to this, I identified cards that I wanted in the deck: poop out lots of tokens or are expendable. This made me think of Birthing Pod, so I took that from my Jarad. I cut a lot of Creatures that didn't want to be sacced but also didn't provide tokens that can be used as fodder to grow Kresh or just in general. With that in mind, I made this huge update:
I cut Creatures that didn't make me a lot of tokens for those who did or didn't mind dying. I also cut a lot of the Noncreature cards to put in more Creatures. I couldn't really remember a time when my Instants, aside from Heroic Intervention resulted in a huge blow out so they got nixed. I removed the Wrath and draw for more steady card advantage for effects like Attrition. I also made Kresh being invulnerable more obvious with Darksteel Plate, but I rather have my opponents scramble for an answer rather than keeping my mana open for a blow out.
I like where the deck is going. It's starting to look really tight. Awakening Zone has done great work for me as a combination of ramp and sac outlets. Garruk Wildspeaker may be an upgrade over Xenagos, fills a very similar role but also gives you quick access to an overrun ability that could be a game ended with enough tokens on board.
I think there are a couple important factors you mentioned that a lot of people are missing.
1) This is a creatureless deck - this means you don't have anything else to eat the opponents removal and increases the likelihood of the sphinx getting blown up instantly
2) People are often stealing or reanimating it, meaning you are often giving your opponents an advantage by playing it
3) You are often 3v1 depending on the board state - Again increases the likelihood of the sphinx getting blown up instantly and means if it gets stolen those extra cards the opponent is getting are being used against you
There's no real synergy or reason to use it for you (you aren't abusing it) aside from it just being a very powerful card. If I were you I wouldn't feel bad about cutting it at all. Something like Recurring Insight will probably get you just as many cards and is much less likely to backfire.
Seems incredibly powerful to me to the point where I'm a bit surprised she got printed in this form. I've seen Sram go absolutely bonkers and he only draws off auras and equipment. Its going to be difficult to build her and not make a deck that just goes crazy ramping and drawing cards. I don't know, I tend to overreact to new cards but I could see her being banworthy.
Honestly, 30 games and not a single win probably has more to do with your lack of experience than anyone targeting you unfairly. Even a weaker deck can snatch a win from time to time. I'd encourage you to keep at it and focus on improving your game. Look in the mirror and don't blame the other players at the table.
Why are they killing Kaalia every time you cast her? Are you just throwing her onto the battlefield as soon as you have the mana or are you waiting for them to expend some resources first so she has a chance to go unanswered?
There is a place for it in the right deck, but it is very slow and awkward at higher mana costs as there are just better things to be doing once it's expensive enough and you aren't normally running too many high cc creatures. I have looked at it a few times for various decks but it never makes the cut.
I have a Damia, Sage of Stone "Draw step!? We don't need no stinking draw step." deck. Since Damia already has you skip your draw step, there isn't a downside to using other cards that makee you do the same. It has a sub-theme of dumping your hand in various ways, but I am probably going to take that out as it makes the deck way to reliant on having Damia in play.
I have a Damia, Sage of Stone "Draw step!? We don't need no stinking draw step." deck. Since Damia already has you skip your draw step, there isn't a downside to using other cards that makee you do the same. It has a sub-theme of dumping your hand in various ways, but I am probably going to take that out as it makes the deck way to reliant on having Damia in play.
Out - Garruk Wildspeaker, Sheoldred, Whispering One, Lightning Greaves
In - Dockside Extortionist, Farhaven Elf, Korvold, Fae-Cursed King
Also updated the mana base, there have been a lot of changes there that I've been too lazy to update.
Reasoning - Garruk is almost always being used for ramp anyway and Dockside Extortionist is too good to not add to the deck, especially when we can start abusing ETB's on creatures, it just makes sense to go more towards creatures whenever possible. Farhaven Elf isn't the greatest card, but adding more ramp is just going to make the deck run more smoothly and again we can start getting free value off recursion. Korvold, could actually be the commander for the deck and might make it better, but I can't take the reins out of Kresh's hands. Korvold should be able to generate a ton of value due to the number of sacrifice options within the deck. Sheoldred is really just too slow for this deck. It wins off of big sudden turns and Sheoldred needs to make the rounds before generating any value. Lightning Greaves is fine, but Anger and Urabrask both do haste better in this deck. As creatures they can be recurred or tutured and also give haste to the whole team. When the deck starts going off for a winning turn Lightning Greaves is just never a part of that.
Out - Vaevictis Asmadi, the Dire
In - The Great Henge
Reasoning - This is the one slot I've been waffling on for a while. I played this deck twice at my most recent get together, won both games pretty quickly with Jarad, and had no chance to utilize Vaevictis at all. I think as a tutor target when I'm in trouble, it's going to be rare that I both have haste and need to get rid of a permanent from each player. But this is a tutorable removal option when I'm unloading creatures on the board and going for a win. So with no real evidence either way I'm taking the dragon out and going with The Great Henge. I like the obvious synergy with a power matters deck and there is a pretty good chance I can just play this for free in a lot of cases. There are a ton of lands that deal damage to you in this deck, not to mention Mana Crypt so the 2 life when a creature comes in could come into play if a game goes long. It just adds some value with (laterish) ramp and card draw. The +1/+1 counters are fine as well.
Out - Inferno Titan, Maelstrom Pulse
In - Vaevictis Asmadi, the Dire, Assassin's Trophy
Reasoning - Assassin's Trophy just seems to be a straight upgrade over Maelstrom Pulse. I'm not sold on Vaevictis Asmadi and haven't had the fortune of getting to use him in the few games I have played in the last year, but I've been looking to replace Inferno Titan. I'm still looking for possible replacements in this slot.
As for ramp, I think you want a ton of it. Again, once you have cascade going you can cascade into rocks, which enables you to cast more spells that also have cascade and you are on the road to value town. Even though you have access to green focusing more on artifact ramp would make sense here due to your theme. My Yidris deck concentrates on 2 cmc or less, colored ramp, to maximize my chances of getting him out on turn three before people are likely to be able to deal with him. If you do run rocks, Paradox Engine becomes extremely good. Lotus Bloom, signets, Fellwar Stone, are all good ramp for this deck.
I like where the deck is going. It's starting to look really tight. Awakening Zone has done great work for me as a combination of ramp and sac outlets. Garruk Wildspeaker may be an upgrade over Xenagos, fills a very similar role but also gives you quick access to an overrun ability that could be a game ended with enough tokens on board.
1) This is a creatureless deck - this means you don't have anything else to eat the opponents removal and increases the likelihood of the sphinx getting blown up instantly
2) People are often stealing or reanimating it, meaning you are often giving your opponents an advantage by playing it
3) You are often 3v1 depending on the board state - Again increases the likelihood of the sphinx getting blown up instantly and means if it gets stolen those extra cards the opponent is getting are being used against you
There's no real synergy or reason to use it for you (you aren't abusing it) aside from it just being a very powerful card. If I were you I wouldn't feel bad about cutting it at all. Something like Recurring Insight will probably get you just as many cards and is much less likely to backfire.
Why are they killing Kaalia every time you cast her? Are you just throwing her onto the battlefield as soon as you have the mana or are you waiting for them to expend some resources first so she has a chance to go unanswered?
The deck still needs some serious work so haven't put up a list yet.
Here are some notable skip your drawstep cards:
Recycle
Null Profusion
Psychic Vortex
Elfhame Sanctuary
Psychic Possession
Yawgmoth's Bargain