The problem I have with Sage's Dousing is that it says "Unless they pay 3" which usually isn't a problem in EDH. I'm leaning more towards hard counters. I'm actually looking to add in stuff like Time Stop and Pact of Negation, so I've got a pretty good handle on what I'm doing counterspell-wise. Thanks for the ideas, though.
pact of negation is bad in EDH (in my experience). Because even if everyone is happy you could counter that game ending combospell, someone will make it impossible for you to pay the cost in your upkeep.
But even to pay 3 to shut down a combo piece or in the first few turns of the game can be pretty important. I'm not saying it won't be paid most of the time, just think of it as a speed-bump. Plus, you're also drawing a card most of the time 'cause you'll have a wizard.
Pact of Negation can work with single player duels, but it can work in multiplayer as well. You have to play politics when you play it. "Dude, I just saved you from dying. Why go after me? Go after the guy that was going to kill you." It works depending on if you've screwed over that person in the past few games.
Haha, I've been tinkering around with an Azami deck too the last few days.
Win Condition is either Infinite Storm with Azami, some Wizards, Dream Halls and Mind over Matter or Intruder Alarm or just smashing face with a huge Nameless One or going the long way with Tidespout Tyrant and Wheenies. It packs all the good Counterspells (FoW, Dissipate, Counterspell of course...) and obviously massive card draw, thanks to Azami herself and 21 of 24 creatures being wizards.
So far, the wins are very consistently coming and about a third of them is actually reached by Stormcombo, which impresses me - after all, the Singleton rule should wipe out combo decks.
It plays much like your normal permission shell, just the cards are a little more situational. You try to lock out your opponent from playing gamebreakers, control creatures a litte and always keep a counterspell in hand. Mana consumption is also huge - you want all that artifact mana you can possibly get. Trinket Mage is often used as Manafetcher, in fact.
What Cards do not work in EDH:
Mana Leak. Seriously. We have 15-20 good hard counterspells, some of which (Force of Will, Foil, Rewind) you can actually play for free. "Unless"-Counterspells are not good in any form in EDH, unless (;)) you can further increase the "unless" cost, with 3sphere, nether void and others. But that's prison style and another deck.
I additionally made the experience, that Monoblue does not actually need lots of mass removal. I've had the Disk in play more than only once and found it useless to ignite it in every case. In duel, your opponent virtually has no threats on board, it is quite rare that you need to break something by, say, destroying it. Just use mass bounce or capsize to take care of things, if they play it again, be prepared and let it run into your counterwall. I need multiplayer results, though.
What cards are gamebreaking in EDH: Diminishing Returns Time Spiral Timetwister (will replace that, when building it with actual cards, though :D) Declaration of Nought, if your opponent relies on playing his/her general. Totally wrecks his/her game. Mana Drain. You drop it 3rd turn on an enemy mana artifact or critter and pump out draw spells next turn or accelerate your board control to really ugly situations.