A BUG Superfriends deck with a few, late game win cons and lots of hatred for other decks. I built the deck to give Control a try since I'm more of an aggro player at heart and was having a hard time adjusting to midrange. Here's a list of the cards and some explanations below:
PLANESWALKERS:
Ashiok, Nightmare Weaver : Early "mill" and a chance for us to snag our opponent's best creatures for late game. Not to mention he'll screw up the scrying of other control and temple using decks. We really don't mind if Ash is killed off early as he's more of a distraction and enabler than anything.
Kiora, the Crashing Wave : Man, this is a fun card. Land ramp, card draw, shutting down threats, and a semi-early win con? Kiora just does so much for the deck. I've managed to ult her in multiple games with the deck.
Jace, Memory Adept : A win con with some built in card advantage? I don't have Jace, Architect of Thought, so big Jace is a decent substitute. Plus, he combos well with Courser of Kruphix and the temples we're using. He's not JUST for mill!
Vraska the Unseen : Versatile removal, creature kill, and a win con? Sounds perfect for the sultry, snake-y lady at five mana.
CREATURES:
Sylvan Caryatid : A hexproof blocker and ramper that lets us drop the Walkers early, or just better play with our removal and counterspells. I've gotten a few opponents on bad Syncopates because they forgot to count my Caryatids.
Courser of Kruphix : Yes, this card can be very bad, but I feel like the pros outweigh the cons. Really, if you can play correctly, it doesn't matter if your opponent knows what you have in your hand or not. A 2/4 for 3 that gives us life and combos with Kiora and Jace is just a great body to have.
AEtherling : You know why this is here. If the Walkers are getting too much hate, then we can rely on the ol' control standby.
REMOVAL/HATE:
Abrupt Decay : I just love this card. So versatile, you just have to read and use it to understand why.
Ultimate Price and Putrefy : Creature removal that can be flipped around based upon the make-up of your opponent's creatures. Nothing stops a Stormbreath Dragon or Archangel of Thune like these.
Hero's Downfall : Ah, Super Murder, there's almost nothing you can't kill. cough Blood Baron of Vizkopa cough. This IS the premier removal spell of Standard, so why shouldn't we run it?
Dissolve : It can answer nearly every threat thrown at the deck and lets us set up our next answer. If we're going to run one counterspell alone it'd be this.
Negate : A singleton Negate for those creatureless decks, or just for when we need it.
Cyclonic Rift : Nothing like a soft boardwipe to secure victory. Not to mention, the card itself is pretty useful as a two mana spell.
SIDEBOARD:
Extra removal spells and counters to swap in: Negate, Putrefy, and Ultimate Price.
Dispel : Yeah, Fated Retribution wrecks this deck. Why not answer it for one mana?
Duress : When we can remove their things on the field, we'll just pluck the threats from their hands. Plus, I don't wanna pay for Thoughtseize.
Golgari Charm : Mini boardwipe, and it'll become way more relevant with all the crazy dicates and enchantment creatures we're seeing in the future. My favorite and probably the most underrated Charm.
Pithing Needle : Oh, those are nice Planewalkers we can't have...so now you can't use them.
Far / Away : An answer to Blood Baron of Vizkopa and extra bounce or sac for those Aura or hexproof decks that seem to pop up.
That's about it for the deck. Any suggestions are welcome. I'm aware that lifegain and stabilization can be an issue, but I'd rather suffer damage then run a mediocre card like Elixir of Immortality.