I guess you could consider the Axemage a variant, except, of course having 2H in addition to the bash half of Block. Also, you're pretty much stuck with Flame/Frost Cloak because you can't just recast Walls in between bashes as with a Shield. Otherwise, this is simpler with just 2 modes of fighting, and a simple switch between the two. Start off as a Mage (or Sorcerer in Armor) and either use Destruction to soften them up before closing, or double cast Duration spells to last you through the melee fight. Then, draw your Axe, or Greatsword, and wade into the frey.
There's 3 basic sub-builds of the general idea, the differences being Armor. You can go Heavy/Robes, Alteration (Magearmor) or Light/Alteration. Without a Shield, you can't just stack Otar on the Elemental Protection perk, but I don't suggest full tank with 2 handed, because while the protection is there, your Mobility, and Stamina suffer. The main advantage 2Handed has over 1 is Reach, which you can't take advantage of without footwork, and timing because of the slow swinging speed. I went Light for more Stamina/recovery, the only reason to go heavy is Dragon priest masks like Rahgot particularly. With the Gauldur Amulet, you get to double your Stamina bar, without spending a point on it. Robes are almost an afterthought, because you handle Magicka Regeneration with Duration (Except for when you're basically a Sorcerer) but the Casting Cost discounts do help. For instance, if you have Vokun, and Master Robes of Destruction, you can cast both Ebonyflesh, and Frost Cloak simultaneously for less Magicka (with Expert/Adept Alteration/Destruction perks) so you can put it all in health. That+the Armor should keep you alive in the Damage Race of the melee.
Instead of the Main Quest for the Targe of the Blooded, I suggest you run straight through the College of Winterhold for the Drainblood Battleaxe. This is Sword light (Not Greatsword, it weighs as much as an Ebony Dagger!) for minimum Stamina for Power Attacks, and Bashes. The enchantment (Absorb Health, 15 points) add damage, and healing, but without a significant amount of Fortify Destruction enchantments, lasts for a couple swings. What i usually do is keep one depleted as my main beater, then switch to the charged one (you can get two) or recharge it mid-fight if I'm really getting pounded. If you want to tactically train up Enchanting, then this makes it an ideal trainer, except for the lack of Soul Trap.
I also ran the Companions through Proving Honor for Farkas' SSGS, a replacement from Eorlund in case of Disarm, and also a Silver one. When you feel up to it, beat up Warlord Gathric for the BA of Firey Souls, but I'd rather Disenchant it when you get Extra Effect with one of your Drainbloods to Enchant Ahtar's Axe. This can't be Improved on a grindstone, but you Can double enchant it, with Hack&Slash, and it's intrinsic fast striking/reach. This spreads the love like nothing else with Sweep once you figure out how to land it on multiple foes.
http://skyrimcalculator.com/#270224 This is what i ended up with, your's may vary. Fire Enchanter, because it increases the damage of both Absorb Health, and Firey Soul Trap when you Enchant yourself. I didn't Augment Flames, because it doesn't affect the Cloak, and firebolt is too slow. Augment Frost, for Ice Spike/Storm, and Shock/Disintegrate to weaken some foes. I know IS is the slowest traveling spell effect, but if you back-pedal, and double cast it, you can hit a whole line of mobs right before pulling your beater, and Critical Charging. probably won't have enough to do that, a Cloak, AND Ebonyflesh, but they will al be slowed, stamina drained, damaged, and pretty well set up to be finished off.
No Smithing, just advance through the Light tiers with Spells to enhance your Armor, and Damage until you get Enchanting. I wound up in Elven with a lot of Fortify Destruction/Alteration (Neither up to 100) True Grip, Regenerate Magicka Stamina, and Resist Shock. I went Dunmer, and wound up it Solestheim, for the Bloodskal Blade, but Nord works just as better (Cold Resistance also affects the Stamina Drain, but not the Slow Affect) or Breton for MR/Spell Absorbtion. Altemr means probably not having to spend points on Magicka until late in the game, I never do with all the kick-downs from the College of Winterhold. (BTW, Morokei doesn't count as Light Armor for Magearmor, Or Wind Walker, but you can stack it with a PO helmet for the latter.)
I would think you could drop Light Armor entirely for Magearmor (3) and some points left over for Conjuration. I used Sanguine's Rose, but 2 Dremora's better than 1, and you could give the staff to a follower for up to 3. (Very handy on Master.) In fact, I'd love it if somebody would playtest this variant, and save me the trouble.
I have also done Full HA, and dropped Destruction for the Ebony Mail. Archery instead, no Magicka, didn't like it as much. Works fine, on Master, in Solestheim, the Poison Cloak is automatic, and warns you that a fight is going to break out, which is kind of nice. I didn't invest enough in Archery, which is probably my problem, so don't make the same mistake.
Conjuration would be a good adition to any an all of these builds, considering their reliance on Indirect damage, but it might make you OP much earlier... I have doen a pure Shield Summoner (Just tank while the summons do all the damage) but it gets old just watching the battle while everbody pounds on you. Illusion is vitel for that strategy, so you can have them all fight each other, and Battlecry is nice to save yourself when it starts going horribly wrong...