Updated for Dominaria.
CHANGE LOG:
-1 Jace, Architect of Thought
+1 Teferi, Hero of Dominaria
Dominaria's signature blue planeswalker is no joke. Teferi, unlike Jace, has a very direct card advantage engine, and doesn't hinder himself for it. In addition, untapping two lands can do some really big things; just on turn five, two mana easily represents a Mana Leak or a Logic Knot to answer any dangerous spells, and can help protect Teferi with Path to Exile and Fatal Push. Jace's advantage of hurting token/wide decks just isn't worth the slot.
I should mention that the infamous Jace, the Mind Sculptor was considered for this list but ultimately not included due to the fact that he is a better fit for more tempo-oriented decks rather than full control lists. Karn was also considered, but I thought Teferi's untap ability gave him the edge over the steel golem.
-1 Celestial Colonnade
+1 Plains
Adding another Plains can mean the difference between having the mana to cast all of our spells under a Blood Moon and not. Adding another basic land also gives the deck a bit more leeway towards Ghost Quarter effects, and the third Colonnade was not very necessary. Increasing the number of untapped lands in the deck also helps smooth out awkward draws.
-4 Opt
+4 Think Twice
Opt is a sweet cantrip, but there were multiple times where the deck had too much untapped mana during the opponent's end step. While the pre-draw scry is nice, with how much the deck shuffles, that advantage was very easily forgotten about.
-1 Snapcaster Mage
+1 Tasigur, the Golden Fang
Tasigur is a very important piece to the deck. Card advantage and recursion are very powerful, and a (usually) cheap 4/5 body makes for a quick clock. While Snapcaster Mage is nice to have, omitting the Opts gives him that many less targets, and targeting a Think Twice doesn't really feel great. Three Snapcasters seems to be a fine number.