Bide your time, and build up mana as fast as you can, the goal being to lock your opponent out of the game with an endless cycle of Time Warp + Archaeomancer. Cast a spell that gives you an extra turn (Time Warp, Time Stretch (2 turns) or Walk of Aeons) then during that turn (or one of the following turns) cast Archaeomancer to get the sorcery back...and use it again. The 4 Clones can all be used to make 4 duplicate Archaeomancers (for the same cost), Unsummon can be used to put one back in your hand to cast again, Trusted Advisor & Sunken Hope both let you put one back in your hand every turn (for free), Aether Adept and Wizard Mentor can also be used to return one to your hand to cast again. The two Exhaustion spells can act just like a Time Warp if your opponent has no untapped lands or creatures (and it only costs 3 mana). The rest of the cards are mostly about drawing cards, scrying (or pseudo scrying), countering opponents spells or locking them down. The Mind Controls and Treachery are there just to steal any big threat your opponent may play...either to deny him its use, or to use it against him, as this deck has very few (if any) big hitters...but, once you can get an endless cycle of turns...it's only a matter of time.
For 1 more mana, Mnemonic Wall does the same thing as Archaeomancer, so the two of those help extend the effect as well.
4/22/14 - UPDATE: Newly streamlined and playtested. This deck guarantees you'll alienate yourself from your friends, and repeatedly using it to win, will cause them to end their friendship with you. You've been warned.
I've cut most of the scry cards (and those that emulate the effect), as I found I didn't really need them. I took out most of the walls (now in sideboard), they're all great defensive creatures, but if you have a few Fog Banks you probably won't need any other walls. I also put most of the cards that increase your hand size on the sideboard, I have only played one game of 8-12 played where it was needed, most games I never have that many cards in hand. Any creature control cards can be quite useful (stolen creatures will be the easiest way to kill your enemies with this deck), but again, I found other ways to get around that problem. I also dumped the Vedalken Mastermind, as it's ability wasn't getting used either.
I did manage to get my hand on Followed Footsteps, and an extra Time Stretch and Time Warp and a few other useful "time" spells and creatures, which enabled me to dump cards which were less useful.
Which leaves me with the newly slimmed down 60 card deck.
60 Card Deck:
CREATURES - Echo Mage - quick leveling up and you can dupe all those tasty instants and sorceries for just 2 blue mana; Lighthouse Chronologist - takes longer to level up, but when he gets to 7...the misery begins (especially in multi-player games)...opponent takes a turn, you take a turn, next opponent takes a turn, you take a turn, next opponent takes a turn, you take a turn, you take your real turn, then the first opponent takes a turn; Trusted Advisor - great two-fer, your max handsize goes up two AND you can bounce your useful blue creatures to your hand to be recast; Fog Bank - excellent pace changer; Clone - use to either dupe your own interesting creatures OR take advantage of an enemy threat, unsummon his creature out of the way and stomp him; Archaeomancer -the little common gem which makes this deck nearly unstoppable, they give your sorceries and instants MORE MILEAGE; Aether Adept - another great OPTION card, either bounce your enemy's creatures back to their hand, or do it to Archaeomancer to re-use his ability...I recently used the AA (in combination with some nice enchantments) to hold my opponent's sliver deck at bay for 10-12 turns just recasting it and forcing him to put his slivers back in his hand, then duplicating the effect with the enchantment which put another one in his hand on HIS turn).
SORCERIES - only got a few, but when you bounce them back again, and again, and again, it seems like you have dozens of each one. Time Spiral - this is a last ditch saver...since this deck gets SO MANY extra turns and draws a ton of cards, it depletes the library fairly quickly...THIS card resets the game, great card; Glimpse the Future - one of the only "scry" card left, can't resist...it is a "time" card; Time Warp & Time Stretch - the reason this deck is here, hitting those magic numbers (5 & 10) in mana production, always makes me smile, use them as often as necessary, every free turn you can squeeze can get you another draw and more potential land into play...once you get the magic number +4, you can cast the spell AND Archaeomancer the same turn, and then you lose your friends; Temporal Cascade - use it to save your library (like Time Spiral), or to draw a ton of cards, or both.
INSTANTS - Counterspell - the best counterspell money can buy, luckily, I have so many from the early days, I'll never be forced to use the modern version of it; Unsummon - bounce your good creatures or your enemies "bad" creatures back to their hands...typically, that wouldn't help you so much...BUT, in a deck that can get endless turns AND can remove threats AND get the card back whenever it wants...it's a good combo; Telling Time - great card, for just 2 mana, get a card in your hand, select the card you'll draw next and get a third out of the way, which I had a few more of them.
ENCHANTMENTS - not many, but oh, are they good ones. Followed Footsteps - create an endless supply of cloned destroyers (by attaching it to your clone) or get a free Archaeomancer every turn (bouncing back an instant or sorcery with every new duplicate) or an endless threat remover by attaching it to Aether Adept...just don't target anything LEGENDARY or they'll all be destroyed with the first dupe - found that out the hard way; Omniscience - IF, I say, IF you manage to get 10 mana in play AND draw this card...it becomes manna from heaven...allowing you to play Time Warp and Time Stretch for FREE...in combo with the Followed Footsteps - Archaeomancer combo, your opponent/s will NEVER get another turn...and you will lose their friendship; Sunken Hope - awesome punishment for your opponents (so long as they don't thrive on "comes into play" creatures) while giving you a boon by freely bouncing Archaeomancer and/or Aether Adept back to your hand; Arcane Melee - makes those HIGH costing sorceries much, much easier to cast.
ARTIFACTS - Sapphire Medallion - makes those same blue spells cheaper; Sphinx-Bone Wand - okay, if you can't win the game using clones or you just can't get an edge with free turns (or if you just can't keep stuff in play to utilize them)...the Sphinx-Bone Wand is an AWESOME way to annihilate your foes...just cast those cheap instants and expensive sorceries as soon as able...build up the counters and zap...zap-zap...zap-zap-zap...etc, etc, etc....can also be used to kill dangerous enemy creatures.