This guide is created in respone to the "Is Aggro Dead?" thread, which is creating the idea that Aggro is no longer viable. In fact, Aggro can become viable if you wish to use "Counter-Control" in order to stop them from screwing up your kill. Yes, this could be seen as a Hybrid idea, but I'd prefer to call it and Aggro base with Hybrid elements.
What is "Counter-Control"?
"Counter-control" is basically an answer to those heavy foundation based decks you see grinding the game down to a halt, or just plain screwing you up when you go for a kill. Sure enough you're using their own medicine, and it requires a little more effort than flat-out aggro decks, but the end result is the same: Your opponent's vitality reaches zero and you score the victory. The difference is, you can assure that victory more often.
How do I use "Counter-Control"?
Think of a card that slows down or even stops you building your favorite character. Now think of answers. It sounds pretty simple, but this is what the bread-and-butter of "Counter-Control" is. If you can metagame so your deck can "Counter-Control" in every possible scenario, you know you're onto a solid deck there. Cards that are considered good for "Counter-Control" are those that have good stats that don't slow down your aggro deck.
Here's an example: You're playing an Air deck with a Natural Leader in play, but you don't want to attack because your opponent's Chester's Backing can negate Natural Leader's ability. So how do you get around it?
1) Commit/Destroy it.
Sure, you're going to have to fill your card pool, but a well timed Omni-Directional Clusterbomb (action side) before you attack is a perfect solution to Chester's Backing. You can put it down without your opponent gaining life or negating your abilties. Olcadan's Mentoring can replace Chester's Backing with something less harmful with an easy 90 degree turn, too.
2) Negate it.
Inhuman Perception is Air's little gem, as it can stop many an annoying response. This way your opponent is left with an extra committed foundation that they could have just used while blocking your attack. This is a little bit costly compared to the above, but this is the "no sacrifice no glory" approach you want to go for. Off Chaos, Death or Void, Preventing the Curse is much better as the opponent's doesn't usually see it coming.
3) Bait it out.
If you have said Inhuman Perception in play, your opponent might be scared out of using Chester's Backing since it will get negated by Inhuman Perception. This will put them in the situation you were in at first, when you were scared by that Chester's Backing. It's all a lot of mind games... Of course this leads onto the foundation wars you hear about, but in the early game you might be able to get the upper hand before them.
Another good example of baiting is to force the opponent to use the ability. Chinese Boxing is perfect for this as they have to negate it in order to get the Chester's Backing to ready next turn. You eliminate the gamble for them, therefore putting them in a lose-lose situation.
4) Stop them being able to use it.
This is the most difficult way to "Counter-Control", and I wouldn't recommend it unless your deck works with it. Basically you prevent R's being played in the first place. End it All, Lesser of Many Evils, and Bringing the Master to his Knees are good examples here. However, the first two of these can be stopped by Chester's Backing anyway, so it doesn't end up so productive in the end. If you can pull it off, make sure your deck can work without using R's.
Hopefully this short guide will help you beat those annoying control decks that bore the hell out of you. I wish everyone good luck in beating control in the future, and return the game to it's name of UNIVERSAL FIGHTING SYSTEM it once was!