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You Mill your opponent until he loses.
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A few problems: - You need more lands, 20 isn't enough in here - Drop the Seers. Trust me on this, you'll kill yourself with the CMC of this deck - Have a look at Wight of Precinct Six and Rogue's Passage. Both can be extremely lethal in here: Wight is similar to Consuming with the mill/buff areas and making either unblockable will win you the game - Psychic Strike over Countermand, 1 less mana and only mills 2 but is better overall I'd also think about a bit more removal
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Thanks for the suggestion