Drop a 12/12 trampler on turn one with Phyrexian Dreadnought, then negate its drawback with Stifle, Vision Charm, or Sundial of the Infinite. Counter everything else.
A combo-control hybrid that puts Phyrexian Dreadnought into play for {1}, then prevents the “sacrifice 12 power of creatures” trigger with Stifle, Vision Charm (phasing the Dreadnought to dodge the trigger), or Sundial of the Infinite.
The rest of the deck is classic mono-blue tempo: cantrips like Portent, Impulse, and Gush set up the combo, while Counterspell, Daze, Foil, and Annul protect the threat and disrupt the opponent.
Portent is particularly important — it’s a slower Brainstorm that sets up your next draw, letting you sculpt your opening hand into the combo. Gush is the free card draw that lets you rebuild after a counter war.
The deck wins on turn 2–3 in favorable games: Dreadnought on turn one, protect it with a Stifle or Vision Charm, then counter anything they do while attacking for 12. Against control, the deck has enough countermagic to grind and can close via Mishra’s Factory if the Dreadnought plan is disrupted.
Weaknesses include graveyard hate (Planar Void, Tormod’s Crypt) — irrelevant here — and decks that can remove the Dreadnought before you untap. Annul in the maindeck specifically targets artifact removal and enchantment-based hate.