Control decks need to generate card advantage in order to increase the likelihood of having an answer to our opponents threats and to hit our land drops. Here is what I have chosen to run.
4 Serum Visions This is a 4 of in almost any deck that runs blue. It replaces itself and can dig for answers and lands. I will be interesting to see how Opt will affect the usage of this card.
1 Sphinx's Revelation This card is a beast of an end step drop, especially if you are able to get X = 4 or above. Not the easiest card to play, however, and including more than 1-2 would way to often result in situations where you draw it in your opening hand and it will sit there dead for till late game
2 Search for Azcanta
This card is a new addition and has become a staple of U control decks at this point.
1 Jace, Architect of Thought This card commonly sees play in UW control, but is a recent addition to my list. After playing with him for a short time I can see why he is so popular. He is a card draw powerhouse, and is a threat an opponent must deal with. Most people run 1-2.
Other cards that replace themselves are Spreading Seas, Cryptic Command, and Irrigated Farmland, which comes to a grand total of 14 cards that can replace themselves or draw cards. In my experience this has given me a good shot at getting the cards I need throughout a match. One card I used to play but don't anymore is Ancestral Vision. This card is an amazing turn 1 play, but playing 3-4 to increase the chance you have it in hand for turn 1 also means that you are likely to draw it late game where it is not a very good draw. Another popular choice is Think Twice, which I have never played with but seems find and makes a lot of UW lists.