A blink deck with a couple of my own ideas and a couple of already explored avenues.
1 - The cards to be blinked:
Akroma, Angel of Fury
utilizes the traditional morph-blink combo. Having a legendary badass angel on the battlefield on turn 4 is a scenario worth of having a red 1-of in this deck.
Blade Splicer is pretty much a classic: Just throw it on the battlefield and then start churning out those golems.
Inquisitor Exarch
acts recursively either as a medkit or a beatdown card. In time, will be completely replaced with Kitchen Finks, a card with several key advantages.
Lyev Skyknight
is one of the beatdown cards here. By blinking him after a combat phase you get a 3/1 flying blocker and can detain a non-land.
Mulldrifter is another WU blink classic and got better after Cloudshift: 4 cards and a 2/2 flier for four mana is not a bad deal.
Sower of Temptation is one of the most powerful cards used here. I came up with this idea all by myself, although I think I'm hardly the first. When it gains control of a creature, you can make that creature permanently yours with Cloudshift. If you can cast Ghostly Flicker the next turn, that's even better because you can blink both the sower and the creature you've taken control of, resulting in a permanent change of controller and when the sower returns, it can take over another creature. Spot removal and tempo - all in a single, neat package.
2 - Blink Cards
Cloudshift is your staple card during early game. You use it to save your creatures from spot removal and to retrigger ETB effects.
Ghostly Flicker is a double cloudshift. Has a distinct, powerful combo when used in conjunction with Sower of Temptation. Can be used on certain noncreatures as well, but aside from avoiding mana screw by blinking a couple of plains to pay WW, I've yet to discover a usable combo in that area.
Restoration Angel is one of the most powerful blink cards out there. It provides a 3/4 flier and can retrigger any ETB.
Venser, the Sojourner is basically a nephalia smuggler in steroids. He provides a free blink every turn until you're ready to attack with all you've got - then just activate his second ability. For more resilient decks, you may have to use his emblem. Either way, when Venser stays on the battlefield too long, the opponent's bound to come down.
Sideboard:
Rest in Peace is, in my opinion, the best white sideboard card you can have in the modern metagame where a whole lot of stuff depends on a big, interactive graveyard. It's basically Grafdigger's Cage on some serious steroids. It can cause some serious trouble against decks that use such popular cards as Tarmogoyf or Life from the Loam. It also disables a plethora of mechanics such as dredge, undying, retrace or scavenge.
Disenchant can be used against some powerful archetypes in the modern metagame, the most prominent of these being melirapod and affinity. If the deck was MW I'd use Sungering Growth, but I need reliability, not golem-replication benefits.
Supreme Verdict is a powerful sweeper that I should use against creature-based aggro decks. It has a nice combo with Venser, the Sojourner since it enables me to save a creature.
Fiend Hunter provides this deck some spot removal it sorely needs - Sower of Temptation alone is too costly to be used as a reliable solution against creatures. Not to mention that on turn 4, this can be used Mangara-style. Summon him, then respond to his ETB by blinking him with Cloudshift and voila - thanks to the stack, you've just permanently exiled one creature and as a bonus, you get to temporarily exile another creature and get a 1/3 creature to block some smaller threats.