I worked up a sample manabase for your Jeskai Control list, Henwen.
Putting priority on what mana you need is actually pretty difficult with that list...
You need 16 white at the very least to have double white on turn 5 for Tragic Arrogance since it's your primary comeback mechanic if you happen to get behind early. You also want the ability to actually cast celestial flare at some point. White has to be top priority here, and we'll still be sacrificing the ability to cast Flare on 2 every game.
You want blue on turn 2 every game since you'll need to use telling time to find more land/fix mana fairly often with only 24 lands in the deck. You also want double blue at some point so you can start using your counters. I'd say this is priority #2 out of your three colours.
That leaves red as your least important colour... except the majority of your early removal is red. If you don't find red by turn 2-3 you might fall so far behind that only a tragic arrogance could catch you up, and that's a 2 of. Using telling time to search for red so you can spend turn three casting Fiery Impulse sounds so terrible to me that I'd want to run at least 12 red sources.
With those guidelines in mind, I came up with the following:
2 x
Glacial Fortress2 x
Sulfur Falls2 x
Clifftop Retreat4 x
Azorious Guildgate1 x
Boros Guildgate4 x
Evolving Wilds3 x
Plains3 x
Island3 x
MountainIt totals 16 White, 15 Blue, 12 Red. You won't always have double blue on 4 for a counterspell, but you should have it early on quite frequently. There's a good chance you want to be playing something like Telling Time and a red burn spell on 4 anyway, so 15 blue should be OK. 12 Red should be more than enough, allowing you to get your red early and use your evolving wilds to find your other colours instead. The real sacrifice this version makes is that you often can't consider Celetial Flare as a 2 drop.
If it turns out in practice that you need to be able to play Flare or your counterspells earlier than I expect, you'll need to adjust the manabase. Going down to 11 Red should be doable, and you can always add more guildgates. The problem with more guildgates is that if you don't have enough basics then your check lands will end up as taplands early on, and you would actually end up with more lost tempo than holding onto a Flare would cost.
You could probably use a one of displacement wave in the deck as another way to catch back up and deal with tokens.