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You've got a pretty good starting point here, but there are a few tweaks that you might want to make:1. Your deck is a bit overweight. Twenty creatures is the rule-of-thumb absolute minimum (don't break the rule unless you have a very specific rule to.) But you have piles of 1-for-1 counter-spells. Cut to 65 cards or lower.2. Your land count is waaaay off. You have twice as much blue in your deck than white, so it doesn't make a lot of sense to play with the same amount of plains as islands. Maybe try 6 to 14? (plus four Tranquil Cove.) Otherwise your stuck being unable to play more than one thing every round.3. card advantage is always important, but to a control deck, it's practically everything. I see no draw-power in here at all. Cards that give you cards consistently over time are often the best for control. With all your detain, you might want to look at something like neurok commando.4. daring apprentice offers no way to overrule the negation, but I still love my spiketail drakelings. They offer solid flying offense, and you can attack and counter on the same turn if you have to.5. Why the countermand? Your not planning on winning via mill, are you? try Bone to Ash instead; it's two-for-one as long as the enemy was casting a creature.6. NEED TO LOOK AT: world queller (it says "may," so you can choose. "Oh, what? we both have to sacrifice a plainswalker? Gosh, I forgot mine in my other deck; Oh, but you have one!"), curse of chains, summoners bane, and blinding spray.7. other possible cards I think would work very well here: Discombobulate, Brave the sands, curse of exhaustion, guard gomazoa, , aetherize, and plumeveil.
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