iven that my favorite deck of the old Standard format is straight blue-white with four Sphinx's Revelations, it's probably not a big surprise that I'm starting there for new Standard. Josh Silvestri wrote an interesting article about week zero of Standard, and I liked the look of the UW deck he posted there.
The core of the deck is still Supreme Verdict, Azorius Charm, and Sphinx's Revelation, a trio of cards that many decks will be based on. Stalling the game until you can draw a bunch of cards and gain a bunch of life has worked for the last year, so I see no reason to diverge from the plan. The support cards might have changed, but the win condition stays the same (and don't be fooled: Sphinx's Revelation is and always has been the actual win condition of these decks).
As I've mentioned before, Cavern of Souls rotating really opens the door for countermagic to be an effective answer to creatures, and I like that Josh is playing a lot of Essence Scatters. I might run something closer to seven or eight counters, but six is a good start. I especially like Dissolve, and am curious to see exactly how much it brings to the table.
After the counters, there are a slew of removal spells, some of which interact favorably with Voice of Resurgence, a card that many of my decks are weak to. Detention Sphere is the best, and as such gets four spots, but Last Breath is a good fifth answer. Celestial Flare is another backup, and it will constantly be fighting Last Breath for spots. Which wins, of course, will depend on the size and type of creatures played in Standard, but starting out by planning for big creatures seems smart.
The ugly business of actually winning the game is left in the hands of Planeswalkers and Ætherling, which practically is a Planeswalker. Elspeth and Jace both simultaneously defend you and offer up card advantage, like good Planeswalkers do. One Ætherling is a nice backup plan in Revelation decks, just to make sure you don't get decked. It's pretty hard to find a situation where you don't have time to kill your opponent with Ætherling.
Mutavault is a land I'd look at adding, because I do think the mana will still be acceptable, and because the deck is already paying for Azorius Guildgate. If you are going to go that far, you might as well get some more value lands into the deck.
Josh Silvestri's UW Control
Luis Scott-Vargas plays, writes, and makes videos about Magic. He has played on the Pro Tour for almost a decade, and between that and producing content for ChannelFireball, often has his hands full (of cards).