My favorite part of MTG is deckbuilding, and I like decks with inevitability - you seem to have one of the better conversations / theory crafts going on here, so I'm in.
Here are my thoughts on Esper (and your deck / cards in general), in no particular order. My experience is from 500 hours of playing rank 35-40 steam, with a mix of UG Counter-Wolves, RG Fireball-Ramp, 4-Color Good Stuff, and some weirder ramp/control decks, which can be found in various places across these forums. I have every card unlocked, and like to brew. I tried playing mono-white once and hated it. Never again. With that background:
From the cards you included:
Anguished Unmaking is not that great. Yes, it can target anything, at instant speed, and exile it. But it's a three mana removal spell that deals you three damage. Every time I build a
control deck, I put in two copies, and every time I play my first game, I have a copy dead in hand as I get beaten down by 2/3
Reflector Mages and 3/3
Bounding Krasises (krasi?). This card is good at dealing with resolved planeswalkers and Ulamogs - but the problem is, if somebody resolved a Planeswalker or Ulamog against you, you're already in a bad spot and this rarely saves you because it's too expensive and reactive an answer. If your opponent isn't resolving Walkers and 10/10s, why am I paying 3 life and 3 mana to deal with an individual threat? Unless you're playing a ton of life gain or attacking so aggressively that your life total is irrelevant, I don't think this card deserves the spot.
Read the Bones is a much better value for life trade.
Tamiyo's Journal is not a very good card unless you're assembling a very specific combo and you already have
Tireless Tracker /
Bygone Bishop /
Ulvenwald Mysteries so this is just a 5-mana tutor. If this is your only way of generating clues, you're basically playing a card that reads "
: Do nothing, draw a card during your next turn" which is the worst cantrip I've ever heard of. If you can afford to play that and still win the game, you could have played almost anything else and won the game a lot easier. And no,
Confirm Suspicions isn't reliable enough to count.
Cancel is an incredible card when people are regularly tapping out for 5-6 mana plays at sorcery speed. I agree that any esper deck should run all five "copies". unlike Anguished Unmaking, this is a 3-mana answer to a Walker that doesn't put you behind.
Telling Time feels underwhelming. It's the cantrip in Duels that's closest to "real" cantrips, but that extra mana cost is a killer. If you've got nothing else going on at 2 mana, sure, it's a reasonable play - but it's not even close to the power of
Oath of Nissa or even
Sylvan Ranger/
Elvish Visionary. This card gets much better in Esper where we can hold it up alongside 2-mana instants, but I'm not entirely convinced. This also makes
Celestial Flare a lot worse, since we'd need a
land to hold up both. If only we had
Anticipate, alas...
Celestial Flare - I'm mixed on this card. There are a few situations that it, and it alone, can solve. But there are also a lot of times where it's very very bad. Even ramp and control decks have lots of 1/1
Sylvan Rangers floating around, and
is hard to keep up when you're trying to draw cards in Blue. I'd probably play it as a one-of so you have an out to
Gaea's Revenge.
Gideon, Ally of Zendikar - a very good card. But not a control card. He's quite mediocre on defense; a 2/2 a turn gaining no loyalty will not win games. That said, his offense is amazing. But it feels disconcerting to have him in the same deck as
Tamiyo's Journal (the worlds slowest win condition) and
Linvala the Preserver, who gets actively worse as Gideon tosses out tokens.
Rise from the Tides is the wrong win condition for this deck. With how easily the zombies die to sweepers and how instant/sorcery focused you have to be, I think Rise is the wrong win condition for almost any deck short of
craziness like this.
Disperse is a tricky card to run because of how bad the card disadvantage hurts. To play this well, you need to either 1) be aggressive enough that the tempo will win you the game, or 2) have enough counters that you can be sure to get it on the way back down
and enough inevitability / card draw to make up the card disadvantage. I'm not sure you meet the conditions for that. Either way,
Compelling Deterrence is strictly better (if you have it).
From the cards you didn't include:
Declaration in Stone is the best removal in Duels. It's everything you wish Anguished Unmaking was - one mana cheaper, with a drawback you can actually afford. It doesn't hit walkers, but that's why we play counterspells. The fact that it can two-for-one or remove tokens for free (What's that? Exile all six of your thopter tokens for two mana?) are icing on the cake.
Grasp of Darkness is incredibly versatile removal. I'd pick it over
Celestial Flare because of its ability to handle baby-walkers before they flip, and the fact that you an use it at endstep. That's one of the major drawbacks of every "in combat" removal spell - if you hold up three mana with a removal spell and a counterspell and they go to combat with no lands tapped... what do you do? If you keep holding up mana to counter their play, they just hit you and pass turn or play something small. If you kill their creature in combat, they cast a planeswalker. You never want to be the one pressured to act first with a control deck. And, if you're already conceding to holding up two mana just for combat... why not bring
Reave Soul and kill the creature on your own turn before it gets more value (i.e. Tireless Tracker style).
Reave Soul saw (brief!) standard play; card's not terrible.
Complete Disregard Hey look, instant speed
Reave Soul! The main value of this card is for one target that it can hit which otherwise is a major thorn in your side: manlands. Control decks always struggle to match sorcery speed answers against lands that only animate on the opponent's turn - Complete Disregard hoses every single one except
Lumbering Falls.
Fleshbag Marauder - when you see this card, think
Liliana, Heretical Healer. They're a combo that adds up to
Liliana of the Veil. Play them together, or don't play either.
Rising Miasma and
Biting Rain and basically unplayable when the main beaters in the meta are
Sylvan Advocate,
Reflector Mage,
Tireless Tracker who instantly grows on their turn,
Bygone Bishop, and
Bounding Krasis. Even elves centers around
Lys Alana Huntmaster. Your wraths need to deal at least three. luckily, you also don't need that many. if you want a 5th/6th, I suggest
Tragic Arrogance, which has some incidental hate for walkers.
Pore over the Pages - This card is excellent in control, and you should probably be running a playset. In the lategame, you always have some cards that are dead in the matchup or lands you don't need - this card reads "
: Draw 3 cards". Yes, it's sorcery speed. Too bad, it's still the best card drawer in the game, and you want it. Notably, you're under no pressure to cast it early. Your hand won't empty until you're at 6-7 lands, at which point you can cast this, draw three, and untap still keeping up a counterspell.
Ob Nixilis Reignited - No, he's not the most impressive walker. But he's better than a lot of the other cards you're playing. As soon as you're willing to pay the cost in black to have
Languish, you should be playing Ob Nix. The reason he matters isn't because he's efficient, it's because he's inevitable. The key to control is inevitability. As soon as you drop Ob Nix, your opponent has to do *something*. You no longer have to make the first move, so you can spend the rest of the game with counterspells up and if they don't cast anything,
you win. He's not as effective at it as Sorin, but he's also one mana cheaper.
Archangel Avacyn arguably the best creature in duels. Unarguably the best creature in white in duels. Play a copy in every deck with
by turn 5. Yes, even weenie. Yes, even your creatureless control deck. She's that good.
Based on this, my Esper list would look more like...
Some Punny Deck Name Here(Control)Threats1x
Jace, Vryn's Prodigy/
Jace, Telepath Unbound1x
Archangel Avacyn/
Avacyn, the Purifier1x
Jace, Unraveler of Secrets1x
Ob Nixilis Reignited1x
Linvala, the Preserver1x
Sorin, Grim NemesisRemoval1x
Reprisal2x
Declaration in Stone1x
Reave Soul2x
Complete Disregard1x
Angelic Purge1x
Suppression Bonds2x
Languish1x
Oblivion Strike2x
Planar OutburstCounterspells2x
Scatter to the Winds3x
Broken Concentration2x
Spell Shrivel2x
Confirm SuspicionsCard Draw2x
Oath of Jace3x
Pore Over the PagesLands (27)2x
Plains5x
Island2x
Swamp4x
Evolving Wilds2x
Shambling Vent2x
Sunken Hollow2x
Prairie Stream2x
Drowned Catacombs2x
Isolated Chapel2x
Glacial Fortress1x
Forsaken Sanctuary1x
Submerged BoneyardYou'll notice the mana is such a mess (
on 3,
on 4, and
on 5 with no fixing) that I even had to add some always-tapped lands. It'll hurt, but you'll get to cast your spells. Eventually.
The removal is a lot of 1 and 2-ofs; this is because our card draw offers a ton of selection between Jace, Oath of Jace, and Pore Over the Pages. Just discard whatever removal isn't relevant to the matchup, and keep the removal that is.
Deck style should be pretty close to your original choices; I tried to deviate as little as possible in terms of play pattern. Haven't actually tested the deck - this was just twenty minutes of theory crafting - but I'd expect it to play decently.