A few thoughts here.
First, I don't know that this would really be all that viable without a way to force add counters to Azor's Elocutors. You could easily have it to four counters and someone casts Unsummon - there went all your stalling spells for nothing. Similarly, as it loses counters for each source that deals damage, they could easily cast a burn spells to drop a counter here or there. If more than one creature gets through, you're done.
To that end, I think the deck that makes them run will either be more control based with a LOT of creature removal or use the crap out of the detain mechanic. Given that there are only so many sources of detain, I'm thinking control is the better option. But then again, this is the beauty of rotation, right? Nobody knows what will and will not work just yet.
Third, is there an alternate win con here? What if they see what you're doing in game one and then just wait to cast Murder on the Elocutors? Then what?
Anyway, more specifically, I would drop Divine Verdict in favor of Oblivion Ring - it costs one less, doesn't have to wait for them to attack, and proves more versatile against other possible threats. Detention Sphere needs to be 4x. That'll be pricey, but it takes care of all their tokens or something else dangerous easily. Syncopate really isn't what it's cracked up to be. It might exile their spell if you counter it, BUT, it requires you to keep a lot of land free. I'd drop it to 2x and the New Prahv Guildmage to make room to up Azorius Charm to 4x as the ability to unsummon their creature AND take away their next card draw will be paramount. That and it telegraphs what they will be playing so you can use Judge's Familiar, Syncopate, Cancel, and Dissipate more effectively.
Definitely a neat idea and I wish you the best of luck with it.
On a side note, this could splash red and take advantage of Goblin Electromancer to make things like the overload cost on Cyclonic Rift much easier to work with.