2x Abrupt Decay - Good removal, only 2 because of inquisitions being a 3of
3x Ancestral Vision - Card advantage, only 3 to be able to compete with faster decks
1x Cavern of Souls - Casts snapcaster and Vendillion, if needed even a threat in a control match
3x Creeping Tar Pit - Wins games
2x Cryptic Command - 4 mana timewalk, timewalk is a good card
2x Damnation - Our opponents are probably running more creatures
1x Horizon Canopy - Can cycle lategame
3x Inquisition of Kozilek - Over thoughtseize to
prevent the massive lifeloss the deck was having
3x Liliana of the Veil - Removal, discard mildly relevant considering our handhate
3x Maelstrom Pulse - Running 3 to get what inquisition couldn't get
3x Mana Leak - Counters spells, good enough
1x Remand - Tempogain and being able to survive is important
3x Snapcaster Mage - 3of because most of the spells we want to flashback are expensive
2x Spell Pierce - Counters key pieces of most decks
1x Spell Snare - Counters goyf, foundry, random cards
3x Tarmogoyf - Wins games
1x Tasigur, the Golden Fang - Wins games + card advantage sometimes
1x Thoughtseize - Hand disruption, 1 of for the life reason
3x Vendilion Clique - Hand disruption, blocker, beater
Sideboard:
2x Abrupt Decay - For the aggro/melira decks
2x Drown in Sorrow - Aggro, affinity, good in a lot of places
3x Duress - Control mirror, combo matchups
2x Go for the Throat - For the midrangier decks
3x Hurkyl's Recall - Affinity, it might be the worst matchup for any control deck
1x Invasive Surgery - Scapeshift, tooth and nail, living end
2x Pulse of Murasa - Aggro/midrange matchups