I've been testing this deck for some time, and even if it's working quite good, it still needs to be fixed. After the usual tweaks for a new deck, I feel it has however reached the level where it has gained a structure and it is worth discussing.
The idea is an aggro-control, slightly more on the control side really. It has something in similar with the Ninja Sword we are also discussing, but it is quite different really, and it's also a lot different from UWR fish, even if it has a lot of cards in common, first of all because its target it's not making mana denial (null rod and vial do not work well together..)
So, here it is:
// Mana
4 Flooded Strand
3 Island
4 Mishra's Factory
4 Tundra
4 Volcanic Island
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Black Lotus
// Win Contidions/utilities/control elements
4 Grim Lavamancer
4 Meddling Mage
4 Voidmage Prodigy
2 Swords of Fire and Ice
// Counterspells
4 Force of Will
4 Mana Drain
// Engine
4 AEther Vial
4 Standstill
// Broken
1 Ancestral Recall
1 Time Walk
// Aswers for anything, utilities, drawings
4 Cunning Wish
// Sideboard
Sideboard is now full of cunning targets. Cards however that can be put in main deck anyway if we need. We could however cut some space for cards like pyrostatic pillar, gilded drake and tormod's crypt.
SB: 1 Argivian Find -- If we have board advantage and already played standstill this can be read 1WB: draw three. Sometimes it can also be used to take vial back (or even lotus, but it's not usually worth it).
SB: 1 Blue Elemental Blast
SB: 1 Dismantling Blow -- chalice for two hurts a bit. Does not kill (thanks to vial) but hurtsi, so we need an answer not costing 2. This can even give us a huge card advantage after a drain or in late game.
SB: 1 Fact or Fiction
SB: 1 Fire/Ice or Lava -- which is this better? it depends.. I would prefere to cut one of them, however. Probably dart.
SB: 1 Gush -- good also to save our dual lands
SB: 1 Misdirection
SB: 1 Orim's Thunder --Really nice! Doesn't cost too much and can take away, let's say... karn and welder in one shot.
SB: 1 Rack and Ruin
SB: 1 Red Elemental Blast
SB: 1 Rushing River --excellent against oath
SB: 1 Stifle
SB: 1 Swords to Plowshares
SB: 1 Teferi's Response -- the mana base is not so solid, so this could be helpful, since mishra are also targets for anything. They can even take out lavamancers or similar things if they have targeted the mishra.
SB: 1 Dominate --tech! The mana cost is not so light, but I've taken a welder with this, and it's waaaay better than killing him. Particularly if you have also named welder with meddling. You can also take token (6/6 wurms?) and morphed creatures (exalted angel?) for 1UU, nasty creatures like river boa or mongrel for 2UU (even if you can't regenerate it). Sometimes after a drain can also take big guys. And the effect is permanent.
The best hand we can hope to get is first turn vial. This let us put into play mages keeping mana open for drain or voidmage's ability.
Voidmage is a house in this deck! Under vial it's reallya 2cc counter with legs, and changes all our mages into counters with legs. It make lavamancer really helpful even in the combo or control match-up. Agaisnt fish it is also possible to play it as a more resistent 2/2. Sometimes people could think it's something even worse like an exalted angel.
And most of all about its ability: it's immune to
-other counters
-duress
-xanti swarm
orim's chant
sphere and trinisphere
defence grid
misdirection
reb (reb can kill him, but if you have two of them and UU open you still have your counter)
...and that's quite a lot. Under vial it can also be played with the surprise of a classic counterspell.
Against combo we have a lot of bombs: force, drain, meddling, and with voidmage other 12 counterspells (which also beat), cunning which can take everything harmful and standstill which is a sure draw. We just need to resist the first turn against broken starts, but then we are on the run. Against combo player reduced to topdecking it is also not strange to sacrifice a meddling (which is so powerful agaisnt him) instead of voidmage just to keep another counterspell active, hoping to draw other mages, keeping beating and controlling.
Against control we have a lot of counter-control cards, and vial is really good to avoid counters. Where we lack a bit is at the draw engine: hulk draws of course a lot more, but a well placed meddling can be quite harmfull as well.
Aggro instead is a dangerous match. We stay a bit better than fish against aggro, but we need to get to 3 mana in orde to start taking answers with cunning. Lavamancers and mishras however help a lot. The bad thing is that standstill becomes a lot useful against them.
Among the sinergies in the deck a point out (apart from the obvious standstill-vial and the 12 counter-mages) the possibility to remove fromthe game an instant with lavamancer and get it back with cunning. This changes our cunnings in 4 ancestral/force/drain/AlreadyWishedCards. So, just in case we ran out of counterspells...

The mana base is a problem, since even under vial we need red for lavamancer, and both red and white are somehow needed for wish targets. White is also needed for meddling if we do not draw vial. Voidmages and drains force use to have a big blue manabase, so the green and black mox were taken out (white and red are still in however). Sol ring gives us a big speed boost for wishes and their targets, for swords, and sometimes even to play voidmage morphed. We had to choose among mishra and wastelands, and I've chosen the first for their sinergy with standstill, their ability to slow down aggro, and to have more creature power. Wastelands are less needed in a metagame where decks are used to it IF we do not make any other sort of mana denial. However I would pay for them against bazaar or library.
And now some cards that were tested, but seemed not to fit in, or need discussion:
Sword of fire/ice: excellent against aggro, devastating against fish if they are equiped before a null rod, make us draw and kill creatures, give a faster clock, but are quite slow and are vulnerable to null rod (which give us some problems already). I'm keeping them in, but it's questionable.
Curiosity: Not enough creatures, and particularly not evasive enough. Swords take more to enter play, but our creatures not alway are in in the first/second turn, and sword are more game breaking.
exalted angel: It's awesome when hit play, and can be a good way to use drained mana, but the two white to cast/morph it are really a lot, particularly against decks which do land hate.
lightning bolt: a side card to take with wish... fire/ice is always better apart from zoo with al those 2/3 creatures.
Gilded Drake: awesome, non counterable with vial in play, but can't go main deck, and need to take at least a couple of slots in side to be used well.. and space is lacking.
funeral pyre: big problemL we have no way to deal with opponent's graveyard. The colors give us nothing, but after all against welder decks we shot/steal welder, against dragon we wish for StP/Stifle/beb; the real problems are those decks which uses threshold or gain card advantage with bazaar/library. But this card as little effect.
stream of consciusness: this could take away some squees or other cards, but they are going to come back anyway. Can lower threashold a lot, remove wonder or anything else from the yard, maybe in response to Yawgmoth will. But it's not that great in the end.
suffocating blast: this is a card I've never played or seeing played. It is slow as hell maindeck, but taken with wish when mana is available could be good. I love 2x1 cards. Just be sure to not be forced to kill your critters. However if we need a counter we can maybe take a removed drain.. I'd like to run it (I like tech cards!) but we have no space left.
enlighted tutor: maindecked could take vial or landstill, both really important for the deck in the first turn. Later can also take swor. But I'm not sure it's worth it, give also the card disadvantage.
pyrostatic pillar: great sideboard card against storm based decks and hulk. We should already stay well against combo, however, and if we want to use it we need to dedicate a lot of sideboard slots. In some metamages could even be played maindeck, since we can cast our creatures through the vial after all.
Disrupting shoal: free counterspell is alway nice; differently from misdirection it is more reusable, and a valid counter in later game. However our BLUE mana curve have almost only 2cc speels and some 3cc ones. We can take care of null rods, drains, standstills, other nasty cards, but we do not have so much flexibility with it.
Testing the deck I've found that the main problem is the sorcery speed of our draw engine. In the early game we can't play standstill and keep mana open for drain or voidmages' ability. Intuition-AK could be an idea, but it takes a lot of slots, requires all the jewelry and do not have that great sinergy with vial. After all standstill make us draw 3 for 1U, and that potentially 4 times. Intuition+AK let us draw 3 for 3UU and only once unless we draw the other AK. AK and lavamancer to not work well togheter, but AK+lavamancer+cunning are an interesting possibility. Another idea would be running thirsts, in order to make good use of vials drawn in the later game and which are much less useful. By now the draw engine is my main concern.