UW control deck with a large focus on exiling the opponent's board and abusing Sundial of the Infinite. It has consistently locked out all opponents by turn 6 or so. However, I'm usually down to around 5 health by the time I have locked my opponent out from doing much. Would like to either speed things up or get some stronger defense early on. This deck has surprisingly been able to keep up with a lot at FNM, even fast burn decks, but is still kind of clunky. Any suggestions would be appreciated!
Also, I'm happy to explain the mechanics behind Sundial of the Infinite if needed.
Sundial of the Infinite + Mimic Vat - when the delayed trigger caused by Mimic Vat enters the stack at the beginning of the end step, use Sundial to exile that trigger and keep the token permanently. This is great to use on really any of the creatures in this deck, but honestly can be most fun when you get to imprint Mimic Vat with a fun card belonging to an opponent - not relying on using their card for a strategy, but it's kind of funny when you get 6 Wall of Denial tokens on the field permanently.
Sundial of the Infinite + Geist of Saint Traft - similar to using Mimic Vat, when Geist's delayed trigger activates at the end of combat, use Sundial to keep the angel token permanently. Do consider that this delayed trigger is after combat, while most in this deck are at end of turn. Do everything you need to in the pre-combat main phase when attacking with Geist.
Sundial of the Infinite + Detention Sphere - if Detention Sphere is leaving the battlefield after exiling a permanent, when it leaves the battlefield, the delayed trigger enters the stack, which would bring back the exiled card. Instead, tap Sundial to exile that trigger and their card is exiled permanently. If you used Venser, the Sojourner +2 ability to temporarily remove Detention Sphere from the battlefield, it'll come back at the beginning of your opponent's next end step for you to exile more stuff.
Sundial of the Infinite + Flickerwisp - similar to Detention Sphere, except better. You don't need to wait for this to leave the battlefield to exile the delayed trigger, like you do for Detention Sphere. The delayed trigger will enter the stack at the beginning of the end step, and you exile that trigger with Sundial, ensuring that exiled card is gone for good. Another plus for Flickerwisp is that is can target any permanent, including lands. With Venser, the Sojourner on the field, you can exile a permanent per turn.
Stonehorn Dignitary keeps you safe. You can blink him each turn using Venser, the Sojourner's +2 ability to prevent your opponent from attacking each turn. This ability can stack - there is a ruling that if an additional Dignitary is played before the opponent's missed combat phase, the opponent will miss the next combat phase as well. If you are able to imprint your Mimic Vat with a Dignitary, you're pretty set. What's great about the Dignitary is that if you play him and flicker him with Venser in the same turn, his ability stacks and the opponent will miss their next two combat phases.
Supreme Verdict and Wrath of God are incredibly useful starting on turn 4 when your opponent may start filling their field. It's also a great way to purposefully imprint a Mimic Vat whether its with a creature of yours or theirs. If you have one creature you want to keep, exile it until the end of the turn with Venser, the Sojourner's +2 ability, drop the board wipe, then get your creature back at the beginning of the end step.
Sundial of the Infinite + Eater of Days - Sundial can be used to prevent negative ETB effects from activating. The main downside to this is that you are ending your turn immediately after playing the creature. You'll also need to watch out for instant speed artifact removal - if they remove the Sundial during this time, you'll be stuck with a pretty awful ETB. That would be a good time for a Turn Aside or an Apostle's Blessing.
Sun Titan helps actually win the game once you have the board locked down. When he enters or attacks you can bring back a Sundial of the Infinite, Mimic Vat, Geist of Saint Traft, Detention Sphere, or Wall of Omens back to the field from the graveyard.