The game today fellas, is called 60 Card Pickup. When I let you play a card, you pick it back up.

So the basis of the deck is to do one of three things: Dig/Draw, Counter, Bounce
I understand this is definitely not a new concept. Blue bounce decks have been around since 1993, and then they kinda faded off. Perhaps because land bouncing is so expensive compared to just killing your opponent. (Note: Do not take this deck to a
serious tournament unless you plan to likely lose.) This is a Vintage remake of the old Blue Bouncy shell, for current day card selections. I would love
constructive feedback, but seeing as this is the Internet, I will likely have 20+ troll replies to this post. Now for some card choices and explanations...
Card Selections:CapsizeI know you're like "wtf thats 6 mana! ur so bad trolelolol!", but hear me out. It's a 1-of, designed for late game usage, and if you draw it mid or early game, then you can just hold it, or Brainstorm/Jace it back into your deck, or pitch it to a critical Force or whatever. It's not a big deal. It's just one card, which if drawn at the right time, will win your game.
BoomerangThere are numerous 2cmc bounce-any cards to choose from, but Boomerang is an Instant and it's pretty straight forward. The goal is to try and save it to force your opponent to pick up a land, to buff your bouncing speed. In a pinch, you can make them pick up anything you need at the time, or pitch it. As a matter of fact, about 60% of the deck can be used as a FoW pitch.
Steel SabotageProbably one of the best Vintage bounce/counter for 1cmc. With artifacts galore, having a 1cmc option to counter or bounce, gives you a great advantage over your opponent in many cases.
Riftwing CloudskateThis guy has a horrible mana cost, and the amount of suspend counter can be annoying, but he does suspend (allowing you to bypass counterspells), and he only costs 1U to do so. Then you just pick him up after a swing or two, and start the counters over.
Ninja of the Deep HoursIn conjunction with the Riftwing Cloudskate, this guy is part of your draw engine, part of your bounce engine, and a bit of damage pressure to your opponent.
Jace, the Mind SculptorThis guy is in like every deck these days. Almost to the point of annoyance. He does provide a nice creature bounce (Riftwing Cloudskate), a Brainstorm on a stick, and he helps to buff that little bit of control against what your opponent has in their hand to get you over the hump.
Black ViseThis is your main source of damage. With your opponent ending up, mid to late game, with 8+ cards in their hand each turn, the Black Vise hurts bad and fast. It's a great turn 1 opener as well, if you are on the play. Having four of them in this deck is rarely a bad thing.
The rest of the deck is basically your standard collection of Vintage blue staples. I am running nearly full Islands, but you could run fetches if you like. Keep in mind, fetches hurt your max land count, and as such, hurt your Capsize. I chose a minimal set of jewelry for space purposes. Also, non-blue mana kinda screws you in this deck, so I would suggest staying away from as many non-blue sources as possible.
Here is the listing I have been testing with for people to get an idea of the concept and application:
60 Card Pickup 16 Island
1 Library of Alexandria
1 Black Lotus
1 Mox Sapphire
1 Mana Vault
1 Sol Ring
1 Mana Crypt
4 Force of Will
2 Mana Drain
2 Mental Misstep
2 Steel Sabotage
1 Flusterstorm
1 Misdirection
4 Black Vise
3 Riftwing Cloudskate
2 Ninja of the Deep Hours
2 Jace, the Mind Sculptor
4 Boomerang
1 Capsize
4 Preordain
1 Time Walk
1 Merchant Scroll
1 Ancestral Recall
1 Brainstorm
1 Ponder
1 Mystical Tutor
There is no sideboard, currently, but it would likely include some grave hate, Stifle, Hurkyl's Recall/Rebuild, and some archetype specific choices for when I begin to run into troublesome decks.