With threats generally being better than answers it is a bad idea to try and react to things. The proactive strategies do better in magic now adays. Using your mana to be proactive greatly reduces the value of countermagic. For a good while tap out control decks using little to no countermagic were the only really competitive control decks. Several things have come together to ease this particular issue for the classic permission control deck. One is a healthy number of top quality threats that can be played at instant speed thus synergizing well with countermagic. Another is a couple of cheaper cards that can be sufficiently threatening despite such a low mana cost, either it is a gradual feed of mana that empowers the card or a period of time or some other stipulation like graveyard size. Ashiok is perhaps the best example of such a card although it is not in the classic colours. The last is access to burst mana that comes in a controlling guise. All these various things allow control decks to still rely on countermagic for a chunk of things while giving themselves the ability to be more proactive. Here is a list showcasing some of these tools. It is an amalgam of a deck I played and one a friend played against me but I think it takes the best aspects of both.
Swords to Plowshares
Oust
Thraben Inspector
Wall of Omens
Treasure Map
Cyclonic Rift
Search for Azcanta
Arcane Denial
Remand
Mana Leak
Baral, Chief of Compliance
Gideon of the Trails
Supreme Verdict
Settle the Wreckage
Commit // Memory
Restoration Angel
Spell Swindle
Fractured Identity
Mystic Confluence
Archangel Avacyn
Torrential Gearhulk
Ugin, the Sprit Dragon
17 Lands (including Field of Ruin)
A good way to look at the permission deck is like a net trying to catch things. Playing against diverse threats means you need a bigger net however for the most part making a bigger net is akin to stretching the net you have which makes the gaps wider! This in turn means things will start to fall through the net. You had to choose weather you wanted a fine mesh that let nothing through but with a low area coverage or a deck that was full of big holes but that could potentially cover all areas. Obstructionist and several other new cards have enabled the control player to extend their net without having to increase their hole size!
Spell Swindle is an interesting one. It works nicely with Gearhulk being a big instant but it isn't like Memory in that it isn't good enough with Gearhulk to make them any sort of combo you specifically want together. Spell Swindle gets it work done all by itself in a couple of ways. It allows you to have a big burst turn and stabilize. Mana at a given time is a big deal for control. Having access to an inflated ammount for a specific turn makes a huge difference. If you can slap down a threat or mass removal and still have mana up for disruption then game on. Another way the card helps is by being really awkward to play into. If you are facing five untapped mana of which two is blue you are a whole lot less keen to cast a big thing. Spell Swindle by itself doesn't do huge amounts to disrupt how your opponent can play however when you combine it with a multitude of other 4 and 5 mana high impact instant or flash cards it gets really uncomfortable. Trying to play around several fairly blowout big cards just leaves a lot of players without any good safe lines of play. A five mana counterspell seems horrible but a Gilded Lotus with flash on the other hand sounds amazing, try thinking of this doing the job of the latter rather than just being the former. This is a big card that enables other big cards rather than taking up the slot of a big card.
Treasure Map and Search for Azcanta are some of the less obvious newer additions. Both are somewhat similar in that they are low impact cheap cards with a mild tempo cost that are able to generate a lot of value in a lot of areas over time. The cards have the feel of Sylvan Library or Divining Top combined with Ancestral Visions! Beyond that they start to differ more in how and where they are good. Azcana is lower impact but it is also less onerous of an inclusion cost. The big swing cards available now make two mana do nothings far more playable in control. Further to this the comfort of a graveyard reshuffle makes looting much more appealing in control. Azcanta drip feeds you card quality and potentially graveyard fuel for as long as you want it. Then it is a land that gives you a bit of extra burst mana in the mid to late game and finally some extra gas and mana sink utility. It helps a little bit at every stage of the game. For the low low cost of 2 mana and 1 card you will end up with a whole lot more far enough down the line. Four scry, five mana and a couple of cards isn't even that impressive of a showing for the card. It is like a safe mini planeswalker!
Field of Ruin is another relatively fair card like Nimble Obstructionist that does a lot for this archetype. Short of playing Waste Lands the UW conrtol player is pretty cold to utility lands. Trying to beat a Kessig Wolf Run is a nightmare. Field of Ruin is a far better control fit than any other land control option and costs very little to add into a list. The top of library control it gives is not at all to be sniffed at either. Very useful card all round and likely one of the main go to colourless lands for control decks going forwards. The synergy this had with Out and Commit (and Unexpectedly Absent) was noticeable and relevant as was the synergy with Settle the Wreckage and thus presumably Path to Exile. Lots of decks simply run out of basics in my cube and so the more cards you have than will compensate your opponents with lands the less they collectively end up giving away.
Although I claimed this list was an amalgam of two decks I cut the Aetherling from it despite it being in both decks. Aetherling has been the most reliable control win condition for as long as it has been a thing. While it does a great job of ending a game it is a super hard card to play. You really want 8 mana and a Force of Will in hand or like 10 mana and a counterspell, that is when you feel safe dropping it down. In this list however it was a far far more rapid threat and felt more like Entreat the Angels in its threat level. The difference between this list and older builds are the Ixalan additions. The treasure generators and the things that flip into lands give you access to those 8-10 mana turns you need to get your Aetherling into play safely and they do so on or close to the turn six mark. While six mana is often a turn six thing for control decks 8-10 mana is very rarely a turn 8-10 thing. Past the six mana mark you start to frequently miss land drops resulting in an incredibly slow and clunky win condition. One you have the Aetherling in play you only need a couple of mana to have it remain nice and safe meaning treasure is a pretty good route to getting it out in a more relevant time frame.
As you can see, this list has a selection of terrifying things. You could be well up on the board againt it and have loads of gas in hand but facing into six untapped mana and a couple of cards in hand from this list and the wrong move will kill you. Your big walker might get Swindled or Fractured, your team might get Wrathed or Wrecked, you might run into an indestructible Archangel or a mere 5/6! There are no safe paths to tread. Blue white control decks finally feel like they have caught up to the various kinds of threats thrown at it. They have enough depth and range in their threats and answers that you can draft the archetype with reasonable confidence and have it be very competitive.
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