This is my Jhoira deck that has been directed towards a more draw go style of play. It focuses on keeping your lands untapped so that you can decide which of your opponent's spells you want to let resolve and then if you are okay with letting their spells resolve, you can then use your mana to suspend your own spells using Jhoira's ability (assuming she is on the table).
1 Jhoira of the Ghitu
Lands
18 Island
9 Mountain
1 Reliquary tower
1 Riptide Laboratory
1 Spinerock Knoll
1 Boseju, Who Shelters All
1 Academy Ruins
1 Izzet Boilerworks
1 Tolaria West
1 Steam Vents
1 Shivan Reef
1 Scalding Tarn
1 Cascade Bluffs
Instants
1 Arcane Denial
1 Forbid
1 Rewind
1 Commandeer
1 Counterspell
1 Desertion
1 Force of Will
1 Dismiss
1 Fact or Fiction
1 Cryptic Command
1 Hinder
1 Fury Charm
1 Evacuation
1 Mystical Tutor
1 Capsize
1 Intuition
1 Turnabout
1 Time Stop
1 Opportunity
1 Planar Portal
1 Crystal Shard
1 Sol Ring
1 Lightning Greaves
1 Thran Dynamo
1 Sensei’s Divining Top
1 Gilded Lotus
Sorceries
1 Bribery
1 Trade Secrets
1 Apocalypse
1 Gamble
1 Blatant Thievery
1 Walk the Aeons
1 Time Warp
1 Time Stretch
1 Insurrection
1 Beacon of Tomorrows
1 Rite of Replication
1 Obliterate
1 Jokulhaups
1 Decree of Annihilation
Creatures
1 Ulamog, the Infinite Gyre
1 Magus of the Future
1 Tidespout Tyrant
1 Teferi, Mage of Zhalfir
1 Kozilek, Butcher of Truth
1 Rift Elemental
1 Glen Elendra Archmage
1 Venser, Shaper Savant
1 Bogardan Hellkite
1 Arcanis the Omnipotent
1 Aeon Chronicler
1 Consecrated Sphinx
1 Inkwell Leviathan
1 Akroma, Angel of Fury
1 Blightsteel Colossus
1 Jace, the Mind Sculpter
1 Jace Beleren
Enchantments
1 Paradox Haze
1 Mind Over Matter
1 Future Sight
1 Decree of Silence