Counter their threats, drop Standstill, then attack with manlands so they break the symmetry. Decree of Justice closes the game from a clear board.
The classic UW control deck, named for its two defining cards: manlands and Standstill. The core tension: Standstill says “whenever a player plays a spell, that player draws three cards.” The opponent can’t afford to play spells, giving you free turns. But your manlands attack without playing spells — so you threaten while they sit still.
Mishra’s Factory (a 2/2 creature until end of turn) and Faerie Conclave (a 2/1 flyer) are the “spells that aren’t spells.” Activating a manland doesn’t break Standstill. The opponent eventually has to answer the threat, drawing you three cards and giving you the mana advantage to counter whatever they play.
Counterspell and Mana Leak handle anything they do try. Swords to Plowshares is the cleanest creature removal ever printed — remove target creature from the game, opponent gains life equal to its power. Worth it. Wrath of God clears the board if they go wide.
Impulse digs for specific answers. Fact or Fiction is a four-mana instant that reveals five cards — you take one pile, opponent takes the other. In practice, FoF almost always gives you 3–4 cards because the opponent can’t reasonably split.
Decree of Justice is the finisher: cycle it for three white to create two 4/4 soldier tokens at instant speed. This is uncounterable (cycling isn’t a spell), makes tokens that can’t be Bolted, and wins in 2–3 attacks. The full version (7 mana, X soldiers) ends games immediately.
The deck’s weakness is fast combo — specifically decks that win before you can set up Standstill. Strong against any fair creature deck.