A Blue Mill Combo Deck with some control elements.
The main goal of this deck is to assemble infinite, or near infinite mana with any of the numerous combos, then use Blue Sun's Zenith, Brain Geyser, Stroke of Genius to immediately take out an opponent.
If taking out one opponent at a time is too risky, there's a number of multi-target mill combos which allow you to drain your opponents libraries, with Relic of Progenitus in place to ensure victory on the following turns.
Current weaknesses:Over reliance on Training Grounds for combos, with little access to recursion/tutoring for the Training Grounds
The 5 Soratami rely on Patron of the Moon, Amulet of Vigor and Training Grounds to be really useful. Can be dead otherwise.
Possibly too many infinite mana combos, would probably be better to increase defense
Combos: (There are many more than I have listed here, and there are ways of making those listed here more efficient. I may add the full list of combos in future, but for now I think these illustrate the lines of play you can make well enough)
1-2 Islands, Amulet of Vigor, Training Grounds, Patron of the Moon and Soratami Mindsweeper = Infinite Mill Combo, Can hit all enemies in one turn.
1-2 Islands, Amulet of Vigor, Training Grounds, Patron of the Moon and Oboro Breeze Caller = Infinite Mana Combo,
1-2 Islands, Amulet of Vigor, Training Grounds, Patron of the Moon and Meloku the Clouded Mirror = Infinite Tokens Combo,
1-2 Islands, Amulet of Vigor, Training Grounds, Patron of the Moon and Oboro Envoy = All Enemy Creatures are 0/Xs,
1-2 Islands, Amulet of Vigor, Training Grounds, Patron of the Moon and Soratami Savant = Mana Leak for 1, can use as often as you have mana,
Echo Mage (Level 2), Reality Spasm, [High Tide | Caged Sun | Extraplanar Lens] and 6 Islands = Infinite Mana
Echo Mage (Level 4), Turnabout, [High Tide | Caged Sun | Extraplanar Lens] and 4 Islands = Infinite Mana
Echo Mage (Level 4), Turnabout, and 7 Lands = Infinite Mana
Karn, Voltaic Construct, Training Grounds and [Basalt Monolith | Gilded Lotus | Khalni Gem | Sol Ring | Thran Dynamo] = Infinite Mana
Karn, Voltaic Construct, Training Grounds and Sands of Delirium = Infinite Mill
Karn, Voltaic Construct, Training Grounds and Otherworld Atlas = Infinite Draw. Can also be an instant win if you have more cards left in your library
Karn, Voltaic Construct, Training Grounds, Isochron Scepter with Brain Freeze imprinted = Infinite Mill
Karn, Voltaic Construct, Training Grounds, Isochron Scepter with High Tide imprinted = Infinite Mana
Karn, Voltaic Construct, Training Grounds, Isochron Scepter with Mana Drain imprinted = Infinite Counterspell and Mana
Karn, Voltaic Construct, Training Grounds, Isochron Scepter with Remand imprinted = Infinite Counterspell and Draw
Karn, Voltaic Construct, Training Grounds, Isochron Scepter with Mystical Tutor imprinted = Infinite Tutor
Karn, Voltaic Construct, Training Grounds, Isochron Scepter with Twincast imprinted = Infinite Copies of any instant or sorcery (even opponents, beat them with their own lightning bolt!)
[High Tide | Caged Sun | Extraplanar Lens] and Palinchron = Infinite Mana (3 mana each cycle)
Training Grounds, Pili-Pala and Grand Architect = Infinite Mana (2 colourless 1 Blue each cycle) (Requires One Blue to Start)
Peregrine Drake, Phantasmal Image and Capsize = Infinite Mana (2 per cycle)
Patron of the Moon and Sunder = One sided land wipe + 50% extra mana for that turn.
Otherworld Atlas (At least 1 counter) and Mind Over Matter = Free Infinite Draw (With only one counter it's only useful for trying to take out your opponents)