This list is a prototype and there is no way that the 75 cards here are even vaguely correct, especially the sideboard, but they're what I've been experimenting with. I'm getting decent results on MTGO despite this, although some of the wins I get would have been losses if my opponent worked out what was going on before it was too late.
The deck plays 100% disruptive and reactive cards in the main deck with shared fate as its win condition.
If shared fate resolves, unless your opponent has an answer in hand they will have to win the game entirely with the cards they already have in hand, or in play. Lands aside they will never draw a relevant card again. Meanwhile you get your pick of the win conditions in their deck.
I have very limited resources to work with on MTGO and I suck at building control decks, I think with access to better cards and a better control builder's input this deck could be legitimately good.
The sideboard for this deck should almost certainly be more cards to shore up the atrocious aggro match ups, or some of the counters that I have main deck should be here with the anti aggro cards main deck.
Upsides:
1) You get to play a pure control deck that only requires 4 slots for win conditions. Plus the win condition is very resilient.
2) This is the ultimate troll deck, as your opponent comes to the slow realisation that despite the fact they are drawing all these great cards none of them will win them the game.
3) Once you have established the lock there is absolutely no way out of it unless you built your deck wrong. It's also a one card combo.
Downsides:
1) If your opponent already has a board presence when you resolve shared fate it does nothing except stop them drawing more, and they can still win the game with what they have. Unless you drop Shared Fate on or around turn 5 you will likely struggle, against some decks turn 5 may already be too slow to matter. You literally can't beat affinity.
2) If your opponent has an answer to Shared Fate in hand but no board presence its super frustrating as you have to sit there with it in hand letting them draw potential gas while you look for hand disruption/counters.
3) You're a blue control deck but you can't play cryptic command as it's also an answer to shared fate if you let your opponent draw it. (I have it in the side of this prototype along with some more traditional win conditions as a transformative package. (P.S. Remand is also terrible for this deck.)