Hey Sleep, this is what I have been running:
EsperWalkers
Creature(3)
2x Walking Ballista
1x Torrential Gearhulk
Instant(10)
3x Fatal Push
3x Blessed Alliance
2x Pull From Tomorrow
2x Anguished Unmaking
Sorcery(2)
2x Planar Outburst
Split(4)
2x Commit
2x Rags
Enchantment(6)
2x Oath of Liliana
3x Cast Out
1x Cruel Reality
Planeswalker(7)
1x Gideon of the Trials
1x Liliana, the Last Hope
1x Gideon, Ally of Zendikar
1x Tezzeret the Schemer
1x Jace, Unraveler of Secrets
1x Ob Nixilis Reignited
1x Sorin, Grim Nemesis
Artifact(4)
4x Renegade Map
Land(24)
2x Prairie Stream
2x Shambling Vent
4x Plains
3x Island
2x Sunken Hollow
5x Swamp
2x Isolated Chapel
4x Evolving Wilds
Most of the cards seem pretty familiar I am sure. I really dislike counterspells, although the deck did start with some in them. I prefer an active deck with reactive options.
The cards that may seem a bit strange:
Walking Ballista - This was my last add. Basically, I found that if I had a 1 or 2 CC removal in hand, I had a decent chance vs aggro. I was only running 6 removal below 2 CC, and I was searching for something that could buy me some time early. Declaration in Stone was a string contender, but I really hate to have cards that only have one purpose, and it gives my opponent card advantage. Since I was running 5 exile effects, Dec lost a bit of shine for me as well. Ballista is not a perfect 2 cc removal, but it is not horrible. It removes things like motorist and at worst is a chump blocker, or forces my opponent to use mana on removal instead of another creature.
The thing that really sold me on it was how great it gets as the game goes on. This deck doesn't miss many mana drops, so Ballista can be a real threat late. It also give Esper some much needed direct damage. Besides pseudo early removal vs aggro, it also is a potential early threat that control must deal with. Usually it east instant removal, but if they do not have in hand, it forces them to go active which can let me push other threats through. It also gives Lil a few more targets to pull, and slightly helps Tezz. Overall, it is a jack of all trades.
Rags to Riches - This is probably my weakest card....except when it isn't. I really wanted 4 sweepers for wide decks, and started w/ Languish. Languish may actually be a better option, but the Riches portion is too tempting for me. It gives another way to get around untargetable (a bane of this deck) and also can discourage an opponent from playing a single big threat. Earlier I was playing vs a ramp deck that had Ulamog in hand, but he never cast it because I had Riches in the GY and over 9 mana. Again, probably the card that could be replaced, but I am a sucker for versatile cards. I think the only cards that would be completely dead would be this and push vs a creatureless deck. Most decks run at least a few creatures or manlands, so generally I rarely have dead cards. Suboptimal, perhaps, but not dead.
Overall, the deck is weak vs counterspells and some aggro. That may sound horrible, but weak does not mean it rolls over when I play against them. I need a bit of luck, but I can and have pulled of victory vs those decks.
As to how I handle counterspells, well, my deck has as much mana as them, or possibly more. Keeping up with land drops is pretty crucial. I have 7 instant ways to remove whatever he drops on the board, so I just wait until he goes active. When he does play a threat, I will try to remove it. He can counter that or let it get removed. If he counters it, then I have a huge mana advantage on my turn and can play my own threats with reduced to little fear of him using counterspells. It doesn't always work, but that is how I beat counter decks.
Here are 6 games I steamed this weekend. Game 1 is garbage, player dropped out after mull to 4, so not a fair game. I believe G2 is the game where Hexproof kicks my tail, but I make him work for it a bit. The rest are vs various decks, with one epic battle vs Mardu which I was sure I was going to lose.
https://www.twitch.tv/videos/154233243