Azorius Control. All about stopping/stalling your opponent while you ramp up for your win cons (Jace(s), Elspeth, Aetherling).

Against Aggro: Only time an aggro deck really catches me from behind game one is if I take a late game hand (one of those 'too good to pass up' 4 mana hands with a planeswalker, a counterspell, and a charm). Game two and three you really want to mull if you have to, to ensure your hand has early answers. Cards you really want to see in your opening hand are Celestial Flare, Essence Scatter, Ratchet Bomb, Azorius Charm, and Supreme Verdict.

Against Midrange: Midrange often falls prey to this deck (that's speaking generally and different midrange decks require different strategies). They have to ramp into big creatures, which gives you time to ramp into....everything in the deck really.

Against Esper: Esper is my worst matchup. Game one is a toss up and usually a mana war, but their sideboard usually just has too much bad news for me (looking at you, Sin Collector/Thoughtseize). If you can counterspell the sin collectors, control the Blood Barons/Obzedat, and get out your Aetherling or deck them with Memory Adept it's possible, but you have an uphill battle ahead of you.

Against devotion decks: These decks are definitely popular after the pro tour. Fortunately these decks are very dependent on creatures sitting on the board (and some enchantments), and you have 4 Verdicts mainboarded. Verdict the creatures, Sphere the planeswalkers/gods/enchantments, and these matchups are really not that difficult for you generally.

Mainboard Card List:

Aetherling: Win con. This slippery creature is (if you play it right) next to impossible to deal with. It's a hefty mana cost, but nothing this deck can't handle. Always keep up at least one blue mana and you have your opponent on a clock when he resolves.

Azorius Charm: One of the staples. Cycling for a card is great on your opponent's end step, or using it to knock a creature to the top of their deck to give them a dead draw next turn. Lifelink doesn't really have a home in this deck, but I HAVE used it before to give a board of Elspeth tokens lifelink so it's always an option.

Celestial Flare: Currently running 2 main board. Great card for getting around protection, indestructible, and hexproof. Hitting the 2 white early can sometimes be an issue, but usually not much of a problem.

Cyclonic Rift: In my opinion the strongest 2 mana bounce in the format. Hitting the overload cost isn't an issue for this deck, and being able to send each nonland permanent your opponent controls to their hand can be game ending. Even against control this is a good mainboard card, unlike some of the creature control cards that just sit in hand most of the game.

Detention Sphere: Only running 3 currently. Great way to deal with planeswalkers and big creatures. If you can swoop up two or more cards with one Sphere it's just gravy.

Dissolve: Direct replacement for the Dissipates I used to run before they dropped from standard. And now we get scry!

Divination: I'm really torn about this card. I like the card draw, but don't like the sorcery speed. Hard casting a Divination always feels like I'm overcommitting, and if I don't pull something good with it, always feels like a waste of space. But this deck works well with card draw, so it's a necessary evil unless I want to pay one more mana and run Inspiration.

Elspeth, Sun's Champion: Another win con. Top ability lets you flood the field with tokens to chumpblock for her, Jace, and you. Any damage you get in with those tokens shortens the clock on your Aetherling, which is nice. Middle ability destroys a big creature, which can be very effective against midrange decks. Bottom ability is basically the win con; giving your creatures +2/+2 and flying is just a ton of damage. Even if your tokens got swept, that emblem will still fuel an Aetherling. Flying Aetherling at 6/7 before pump....yeah.

Essence Scatter: Only one in the mainboard for value. Great, cheap card for when someone leaves mana open against a Syncopate and thinks they are safe dropping a big creature. Even against Esper or mirror it's nice to use on one of their few creatures just to pull a counterspell from them.

Jace, Architect of Thought: Final win con. Top ability slows aggro to a creep, middle ability is great card draw, and the ult usually just wins you the game. Use it to drop your Aetherling if he's not in hand, and whatever you find in your opponent's deck that is frightening and will help you win next turn.

Mutavault: Great response to board wipe. With all the board cleaning you are doing to your opponent, little Mutavault swings get in more than you might think. Remember Aetherling is a 3 turn clock unless you get in damage before he drops, so even if a Mutavault only hits 2 times, that clock drops to 2 turns.

Quicken: One in the deck for value. Mostly just as a cantrips, but the fact that I have Quickened a Verdict before means I won't drop this card from the deck anytime soon. Also Quickening a Divination gives you 3 cards for 4 mana.

Ratchet Bomb: Great card, and something I was sideboarding but now sits in the mainboard. If you can turn two one of these things against an aggro deck, get it up to two, and let it sit there as follow up to your turn four Verdict, it stops those decks dead. Also considering how popular the Master of Waves deck is right now, just dropping it and leaving it at 0 gets rid of those tokens (tokens have converted mana cost 0) the turn you play the Bomb. Careful with your own Spheres and Planeswalkers!

Sphinx's Revelation: One of the necessary staples. Gives you back all that life you've been losing slowly or quickly all game, and gives you card advantage (or close to it). Chaining Sphinx's is just great. I used to run 4, but realized I was seeing them in opening hand too often, and double chaining them. 3 means I see them less, but usually have one in hand by the time I actually need one.

Supreme Verdict: A sweep that can't be countered. Nuff said.

Syncopate: Great counterspell against all decks. Only time you really don't like this card is when your opponent is hitting more land drops than you. Other than that, great card. Exiles as well, so graveyard play (namely Scooze in standard right now) is not an option for the counterspelled card.

Sideboard Card List:

Blind Obedience: Use against aggro. Turn two Blind Obedience totally screws up their clock, and with the cheap instants in this deck, extorting is actually feasible every turn.

Glare of Heresy: A lot of white powerhouses in the format. Use to exile a Voice of Resurgence (doesn't trigger the token thank goodness), Elspeth, Loxodon Smiter, Detention Sphere, white weenies, etc.

Jace, Memory Adept: Mostly for control mirrors and Esper. Winning with your Aetherling is going to get slowed down, so decking out your opponent is almost more desirable. Remember though that you can't have out a Memory Adept and an Architect of Thought at the same time!

Negate: Side in against control mirrors and Esper. 2 mana to stop a big spell is nicer than having to syncopate battle it. That being said, using a Negate in RESPONSE to a syncopate battle is awesome.

Pithing Needle: Staple sideboard card. Use against a pesky creature or planeswalker.

Psychic Spiral: Now that mill is less of a problem, usually just to get big cards back into your deck. However, if you side in Memory Adept and he is doing some mill work on your opponent, this card can close out the game. Also helpful if someone is employing the Memory Adept on YOU.

Soldier of the Pantheon: I side these little guys in against Esper, mostly. After game one most Esper players side out a lot of their creature control (no point having a bunch of cards in the deck when all they can try to hit is an Aetherling, right?) and surprise them with this card. Protection from multicolored is helpful as well. Others run Precinct Captains, but I've found I like this card a little more.

RECENT EDITS:

Ascended Lawmage: Just tossed this guy into the sideboard in place of Soldier of the Pantheon. Soldier's role was to early beat against Esper, but he was getting removed too easily too early and I didn't feel justified wasting mana protecting him. This card comes out a little later, but when it resolves, it's a 3 power beater with hexproof. That means only cards a typical Esper has against it is Away (Far//Away) and Verdict. Same as Soldier, if I can pull those cards on anything but Aetherling, the creature is doing its job.