I've spent the last week trying to make a control deck that doesn't suck horribly, with very little success.
From the start I was of the opinion that control is very weak in the current card pool, but actually trying to play it brought me to a world of pain and misery that I could not have imagined.
Anyways, after some failed attempts with 2 color decks, I have finally found something promising in this esper enchantment pile based on
sigil of the empty throne:
1
Jace, Vryn's prodigy2
Harbinger of the tides - to recover tempo against aggro, esp. with infectious bloodlust
1
sigiled starfish - Jace number 2, or at least it tries
2
alchemist's vial - since all the removal is sorcery speed, this is useful against haste, or if the opponent blows up the suppression bonds on their Ulamog
4
tightening coils - it's doom blade
2
disperse - can also save my win conditions from enchantment removal
2
jorubai murk lurker - give lifelink to the angels and save me from my own card drawing spells
3
sphinx's tutelage - it's a 4/4 flier for 3 mana with sigil; otherwise it's my plan to win the game
3
claustrophobia - double blue can be hard to pay on turn 3
4
read the bones - the blue/white version of the deck didn't work because it's missing this
4
suppression bonds - this saves me from always losing to planeswalkers and evolutionary leap
2
languish2
sigil of the empty throne - with 16 total enchantments in the deck
2
planar outburst 1
Ob Nixilis reignited - card drawing, removal, and my plan C to win the game
2 plains
4 island
3 swamp
2
shambling vent 2
sunken hollow2
prairie stream2
drowned catacomb2
isolated chapel2
glacial fortress4
evolving wildsWhat I concluded is that true control is impossible, since there are too many uncontrollable ways to win the game, especially in ramp decks, and no combination of counterspells and removal can be assembled to take care of all of them in a reliable fashion. Therefore, you want a deck that can win quickly, which also means having enough win conditions that a couple of them can consistently be found early in every game (you can expect the first one to be blown up by enchantment removal) - i.e. the 3 tutelages alone are not enough.