This deck is designed to dominate the field in the end game. It's Elixirs keep it in play for an infinite amount of time, winning inevitably with Venser, the Sojourner, Celestial Colonnade, or Elspeth, Sun's Champion.
This deck stays within budget and is able to avoid using Snapcaster Mage in favor of the Scepter.
I nicknamed the deck 'Dominium' [dominion]. The intention is to completely control the field with the Isochron Scepter having multiple options to lock down everything your opponent does. The deck plays well, with much tweaking since it's first appearance at a Modern tournament it's been greatly improved.
I play Isochron Scepter as early as possible with an Azorius Charm if possible. This combo locks my opponent if they are creature based, sticking them with the same hand if they attack each turn, or letting me draw if they skip combat. Calciform Pools is a priority, great mana fixing and almost 'ramping' as I charge up the counters to hold a counterspell on standby at all times. I hold back and react until 6+ lands, then I can flash in Restoration Angel, Venser, eventually Elspeth. I rarely use Colonnade but always have if as an option and it saves me when it has to.
Once it hits 6 lands it is fully online. With Venser you can retarget Detention Spheres, re-trigger Finks, Wall of Omens, and re-apply the Scepter if necessary. Restoration Angel is great for flashing Wall, Finks, and especially the Sprite, this combo of Resto - blink the sprite for a counterspell turns the Angel into a pseudo-crytpic command leaving a 3/4 angel behind.
I try to use the Sprites liberally, if I have an opening to hit a one drop spell, almost anything, I'll do it to slow them down and to begin hitting with a 1/1. If I have two often I flash the first one in ASAP to begin attacking, saving the second one as a counterspell.
Currently it runs 11 counterspells, If I have remand early I'll try to use it ASAP in order to cantrip and set them back a turn. Once they have enough mana to simply replay what I remand I see it as almost a dead card. Choosing what to path to exile is critical, avoid giving them an extra land early as it only speeds them up. As often as possible try to 2 for 1 them, without running Serum Visions / Sleight of Hand it has no simple cantrips or ways to fix draws. Playing Azorius Charm early can really help; sending an attacker to their library saves life and deprives them a draw, AND saves you another turn worth of damage (assuming it doesn't have haste), if you need answers just cantrip during their end step, never a bad idea. Mana leak gets a lot of praise but I can't afford having no solid 2 drop counterspell. Remand is soft, mana leak is soft, dispel and negate are narrow, spell snare is an option but is narrow, deprive hits it 100%. I often will bounce my own scepter and replay it with deprive to have an absolute counterspell that is replayable.
The side board has all of my answers; graveyard hate, aggro hate (swap cheap removal in for expensive late game plans), white fog to buy a turn against quick rushing decks. Post board I can tweak enough to often then the tide greatly in my favor; Tormod's Crypt is a must against graveyard based decks, Hindering Light comes in for Remand against burn, and Witchbane Orb (eventually Leyline of Sanctity) hopes to interfere with Jund, burn, or any disruption / burn combo.
This build is a little weaker against combo due to no mana leak or negate. Many combo cards are too much CMC for spellsprite to hit and if they don't target you, Hindering Light won't do anything either. It's very good in the mirror especially if you get the scepter. Having enough lifegain can put you out of reach for burn or any quick aggro build. Boarding in celestial purge and Kor Firewalker can often close it out. It's decent against bloodmoon as it runs 13 basics. Hand disruption can be your downfall if an opponent has Liliana of the Veil or other cards which force discards. Top decking is sketchy, in the event of playing against a deck which has you discard I like running sprites against thoughtseize and putting the charm on the scepter as it gives a lot of card advantage.