Azorius control deck, focused on controlling the board without the need for creatures.
This deck has multiple win conditions, with Approach of the Second Sun or Jace, the Mind Sculptor's -12 loyalty ability to mill a player out.
You also have Celestial Colonnade and Hall of Storm Giants to bring in heavy hitting creatures to swing on an opponents empty board.
All require you to prolong the game as long as possible until the opponent loses.
In order to do this, cards like Propaganda or Ghostly Prison set up an early game shell to protect you from attacks or to waste the opponents mana on attacking you with multiple creatures.
Both are included to try and ensure that you get a shell as early as possible without worrying about the mana colour used, in case of the unlucky instances you only draw one colour of land, and to try and get a turn 3 play if possible. Doubling or even tripling up on these cards can protect you into late game as well.
Authority of the Consuls slows down opponents creature plays, while giving you some life on top of it.
Monastery Siege, choosing Dragons give you a way to protect yourself and your permanents from being targeted or at least make it more costly to do so. Khans can be useful for late game if you double this card up if you need more card draw.
Render Silent and Silence allow you to shut down opponents entire turns, with Silence being played on upkeep on your opponents turn to lock them out from casting spells for a turn.
Supreme Verdict for board wipes to clear the opponents board if it gets too hectic for you.
Cyclonic RiftGC lets you deal with permanents on the opponents field that get past your counters, as well as being a good boardwipe for the overload cost.
Path to Exile for removal of creatures you didn't want to/couldn't counter.
Memory Deluge lets you draw 2 cards out of a total of 4 or 7 depending on whether its been flashbacked or not. Combined with Approach of the Second Sun if you flashback Memory Deluge you can draw Approach of the Second Sun the turn after you've played it.
The planeswalkers of this deck all add different mechanics that are beneficial to you, such as:
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Teyo, the Shieldmage for protection from instants and sorceries targeting you. Good against Burn or Spellslinger decks to shut them down. Has the added benefit of generating token defenders as well.
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Teferi, Time Raveler forces opponents to cast instances as if they were sorceries, freeing up your counterspells to be used on opponents turns, and stopping them from countering your spells if you're playing against another control deck. Also having removal and draw with its -3 ability is very useful, as you'll just be automatically using its +1 ability anytime its your turn to keep the opponents on their toes.
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Teferi, Hero of Dominaria, with its +1 ability allows you to draw as well as have 2 mana up for a Counterspell at the end of turn making it very strong. Its -3 allows you to remove a permanent from the board and into an opponents deck third from the top allowing to you stall an opponent from casting it again as well as predict what they draw 3 turns from when you use it. The emblem you get from its -8 is incredibly useful for removal late game.
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Jace, the Mind Sculptor, his +2 allows you to either scry your own deck or to look at an opponent's top card and place good cards at the bottom of their deck, its 0 ability lets you grab some cards from your deck if your hand isn't appropriate for the current state of play, its -1 ability is great removal, and of course its -12 allows you to mill an entire players deck, allowing you to draw them out and win the game.