This isn't a big, special, combo sort of deck, just a cool version of control that has taken me to some fair games against a lot of different types of decks. A lot of people are playing Blue/Black versions of control, but in the current meta a nice splash of White can take you quite far.
Anguished Unmaking Normally control decks have some difficulty removing permanents from the field that aren't creatures. But with the White in this deck, you have instant-speed removal for anything that isn't a land that may be giving you troubles. Enchantments, Artifacts, Planeswalkers, or even a pesky indestructible creature just get removed for the price of 3 life.
Anticipate A very obvious control spell. Early mana searching if you're having or are going to have trouble making your land drops, or a way to search up an answer when you need it.
Disallow This is a nice counter spell with a lot of flexibility. The additional abilities it can stop help take care of the odd Aetherworks Marvel triggers that might go off when you don't want them to, or cancel a Westvale Abbey
transformation after the sacrifice cost. However, because of the small amount of things the extra ability can do, there are only two in the deck as opposed to a playset or three.
Fatal Push An excellent removal spell for small creatures. Due to the many things in the current meta that go past two CMC and the inability to easily get Revolt in this deck, there are only two copies in the deck.
Fumigate The field wipe that you'll splash white for. It gets rid of everything without exception, and gives you life for the trade.
Glimmer of Genius If you aren't running a playset of this in a competitive Blue control deck, I don't know how to help you. Besides to tell you to run a playset.
Immolating Glare
A great spell to kill things that are threatening you. If a creature sticks on the board, there's a good chance it's swinging at you since yours will most likely be clear. Sometimes it's worth it to let a creature land to throw it into this and bait out protection spells at the opponent's expense.
Jace, Unraveler of Secrets One of the best Planeswalkers for a control deck, his +1 gives you great card advantage, and his -2 allows for some form of protection if there's one thing on the board when he drops. His ultimate basically shuts down a game to an instant win if you've controlled the board well enough. Because of the main phase nature of them, he's the only Planeswalker in the deck right now.
Negate Am obvious counterspell. Doesn't hit everything, but hit's a lot of things for a small amount of mana.
Ruinous Path A necessary sorcery-speed evil. Removes a creature or a Planeswalker, which makes an excellent removal spell, and even gives the option of an awaken ability if it's necessary or available.
Scatter to the Winds A counterspell that allows for an awaken ability if it's available. But since it doesn't have any extra value beyond that, just a one-of.
To the Slaughter The replacement for Murder when you're trying to allow as little on the board as possible anyway. And if you have delirium, excellently moves a planeswalker and a creature off the board.
Void Shatter
The best counter spell in standard at the moment. Some people argue for Disallow, but this card stops any sort of recursion, and cuts off a card from being re-cast by Torrential Gearhulk or anything of the sort. As such, it's the playset counterspell in the deck.
Yahenni's Expertise A smaller board wipe, hits a lot of things, and allows you to cast a kill spell for the big creature that might remain. Not as efficient as Fumigate, but doesn't hit your own Torrential Gearhulk