A Few Weeks Ago...
...I posted an article on the propect of control. In this article I focused on the different types of control and brought an example of hand control (from Metagame.com) to the readers. While hand control is effective, it just won't cut it against some archtypes. Total control must suffice. While there are a plethora of ways to accomplish this, one monster type has been better equiped by our friends at Upper Deck:
Spellcasters
Think about it. Dark Red Enchanter, Magical Marionette, even Royal Magic Library have been shown to consistently perform at tier level. Not top-tier, but close none-the-less.
But it's not exactly the Spellcasters that will get things the way you want them: it's the Spell Counters. Spell Counters initiate monster's effects while sprouting from the spells you and your opponent play. Also, Apprentice Magician and several other variants will supply Spell Counters.
Getting to What You Need
While Spell Counters are pleasant, spells with no monsters will obviously produce nothing. A solid draw engine is needed to produce neccesary recources.
To answer this problem, I looked at several meta-driven decks and even DAD, and Allure, Destiny Draw, and Cyber Valley seemed like a good fit (rofl).
Also, another card suprised me with it's accesibility and choice of option: Crystal Seer.
The Deck
Monsters:24
3 Dark Red Enchanter
3 Magical Marionette
3 Apprentice Magician
3 Crystal Seer
2 Cyber Dragon
1 Dark Magician of Chaos
1 Elemental Hero Stratos
1 Destiny Hero-Disk Commander
2 Destiny Hero-Malicious
1 Destiny Hero-Dasher
1 Destiny Hero-Plasma
3 Cyber Valley
Spells:14
2 Allure of Darkness
3 Destiny Draw
1 Double Spell
1 Reinforcements of the Army
1 Fires of Doomsday
2 Book of Moon
1 Monster Reborn
1 Premature Burial
1 Heavy Storm
1 Machine Duplication
Traps:2
2 Magician's Circle/Threatening Roar
The object is to get DRE or Marionette out fast enough for the plausiable allowance of control. Allure, D-Draw, Cyber Valley and Crystal Seer add much needed speed while the spells contrast them with a similar goal. The Magician's Circle make sense, but could be easily replaced.
Something like this will control not only your opponent's hand, but their side of the field. If you would like Kycoos could be inserted at the expense of Cyber Valleys or something.
I've play tested this deck for awile and it seems to work okay. The only thing that might pose a problem is Plasma Control (but thats what side decks are for, right?)
Conclusion
Spell Counters debuted in Magician's Force (if many of you remember can that far back), but still recieve support from various sets even today. While it may seem unorthodox and acentic, it does work.