There's no reason in Vintage why you shouldn't be able to draw on exactly the kinds of power you want.
Control Strategy - Prison: Isochron Scepter + Orim's Chant or Silence
Win Condition - Burn: Comet Storm and Lightning Helix, both of which also combo on an Isochron Scepter
Supporting Components - Counter-spells & Tutors
Basic Deck-Strategy Progression:
Ideally, this deck results in a T3 lockdown with the Isochron Scepter + Orim's Chant or Silence combo (assuming a standard mana ramp; this is possible on T1 with the right draw).
The player's primary concern should be in drawing an Isochron Scepter as soon as possible. To this end, there are 4 Enlightened Tutors and 2 Phyrexian Metamorphs (for after a scepter is already in play).
Once you have an Isochron Scepter in hand, it may be played with an imprint of any instant in this deck. The order of desirability (all things being equal) for your first scepter is:
- Orim's Chant
- Silence
- Counterspell/Arcane Denial
- Remand
- Lightning Helix
- Comet Storm
In certain situations, one might find it useful to scepter
Ancestral Recall
or Enlightened Tutor, especially in the absence of other options on a bad draw.
It goes without saying that meta-game knowledge changes the above priority of spells; however, start with this order and figure out the nuances. There is a big temptation with the Isochron Scepter + Orim's Chant/Silence combo to treat this as a non-interactive deck (i.e. as a race to combo). While that is the deck's most potent form, viewing it as the only form unduly limits this deck.
In addition to the primary prison aspect, this deck also deals significantly in generating card advantage, and mid-late game the direct damage aspect cannot be ignored (even if one has to use a little fire early as creature removal).
In any case, a second Isochron Scepter hitting the board often means inevitable victory - even if neither are the prison combo.