Ever since the June 19, 2009 DCI Banned & Restricted List Announcement the Control Slaver archetype has been dead in the water. Without Thirst for Knowledge as a 4-of the deck couldn't reliably dump artifacts into the graveyard on an opponent's end step while netting significant card advantage. Replacements were attempted, but none notably succeeded. WotC giveth and the DCI taketh away. However, with the recent unrestriction of Fact or Fiction it might be just enough to revive Control Slaver as a viable archetype. There was never a period where Control Slaver and 4 Fact or Fiction were available at the same time, so this concept is still new in some ways. There are a large number of hurdles and questions that accompany the attempt to resurrect this archetype. First, let's work out an approximate build.
Must Haves (37)4 Fact or Fiction
1 Yawgmoth's Will
1 Demonic Tutor
1 Vampiric Tutor
1 Ancestral Recall
1 Time Walk
1 Tinker
1 Thirst for Knowledge
1 Brainstorm
4 Force of Will
4 Mana Drain
1 Tolarian Academy
9 SoLoMoxen Crypt Vault
4 Goblin Welder
1 Gifts Ungiven
2 Mindslaver
I think the argument for the inclusion of all these cards are readily apparent. I could see entertaining an argument for an inclusion of smaller numbers of Goblin Welders, Mindslavers, Fact or Fictions or Mana Drains; but I think these are the right numbers and I feel confident that they should be included in some quantity.
Seems GoodThoughtseize- A strong card in a number of matchups. One of the deficiencies of a Slaver build centered on Fact or Fiction rather than Thirst for Knowledge is that it does not offer the option of discarding the fat artifacts in hand. Because Thoughtseize allows players to target themselves and use it as a discard outlet for those fat artifacts in a pinch it clearly gets the nod over Duress. The lack of any Dark Confidant, Fastbond, Yawgmoth's Bargain or Necropotence makes the life loss of minimal consequence.
Wurmcoil Engine/Myr Battlesphere- I am not certain which one of these would be the correct bot for this deck. I like both of these as they are both realistically castable from hand at

and

respectively, they both ignore Null Rod, they both have excellent synergy with Goblin Welder and facilitate a hard slaver lock with two Goblin Welders. Blightsteel Colossus is tempting, but the fact that it can't be welded because of it's graveyard replacement effect and the casting cost of 12 make it's only realistic use as a Tinker target.
Underground Sea- These are obvious, I am just unsure about the quantity.
Volcanic Island- These are obvious, I am just unsure about the quantity.
Island/Snow Covered Island- These are obvious, I am just unsure about the quantity.
Swamp- These are obvious, I am just unsure about the quantity.
Fetch Lands- These are obvious, I am just unsure about the quantity.
Hurkyl's Recall- With Workshop decks being more abundant this is a natural inclusion in the maindeck. It doesn't hurt that this also responds well to Time Vault/Voltaic Key or Blightsteel Colossus. In a pinch, it can also be used to generate mana if you have a lot of fast mana on the table. I think 2 might be the correct number.
Sensei's Divining Top- This card seems to be at it's best in conjunction with cards like Counterbalance, Dark Confidant or Voltaic Key. The synergy with Goblin Welder and fetch lands is still enough to warrant consideration. I think the correct number is 1-2. Each additional top is largely redundant, so any more than that may not be advisable.
Mox Opal- A deck of this nature likes artifacts that make mana, I think there are enough artifacts to justify the inclusion of this card. Probably correct as a one or two-of.
Library of Alexandria- Capable of providing devastating card advantage. Fact or Fiction also gives an excellent opportunity to refill a depleted hand to get it active again.
Mystical Tutor- A large number of excellent targets in the deck for this card.
Merchant Scroll- A large number of excellent targets in the deck for this card.
Maybe?Time Vault/Voltaic Key- In case your other take infinite turns combo doesn't work out... The Voltaic Key has some nice synergy with the many other artifacts in the deck. Goblin Welder is helpful for assembling the combo through counters.
Tezzeret the Seeker- If you include Time Vault, Tezzeret is an excellent inclusion.
Grim Monolith- If you include Tezzeret and Voltaic Key, Grim Monolith is an excellent source of producing colorless mana.
Dark Confidant- An excellent Draw Engine in control decks. There may not be room for another draw engine in this deck.
Riddlesmith- When Scars of Mirrodin was released, some felt that this card might provide enough filtering and a discard source capable of supporting the deck. Two decks had even managed to crack the t8 in European tournaments, but the success was limited.
Flusterstorm/Spell Pierce/Mental Misstep- Additional control elements to supplement the Force of Wills/Mana Drains already in the deck. Possibly sideboard considerations.
Forbidden Alchemy- It's like an impulse that was custom designed for Control Slaver. One mana more expensive, but allows you to dump the cards for welding. Also offers some marginal additional value with flashback in the very late game. Not a bad card in the unselected pile of a Fact or Fiction.
Deep Analysis- Another fantastic card to see in the unselected FoF pile.
Ancient Grudge- More great synergy with Fact or Fiction, necessitates running at least one green source.
Jace, The Mind Sculptor- It still crushes people with card advantage, deals with some problem cards and provides an alternate win condition.
Sideboard Considerations
For DredgeTormod's Crypt- Can be recurred with Goblin Welder. Susceptible to Chalice of the Void for 0.
Nihil Spellbomb- Similar to Tormod's Crypt, more expensive, but gives the opportunity to draw cards when excess black mana is available. If space allows, it might be usable as a one-of in the maindeck as the effect is usable in a number of matchups and enables card drawing.
Leyline of the Void- Potentially free and allows no opportunity for the Dredge deck to win until it is dealt with.
Yixlid Jailer- The most expensive solution and leaves opponents in no reduced capacity once it is dealt with, but it provides a 2/1 body and ducks common anti-hate cards like Nature's Claim and Wispmare.
For WorkshopsMore Hurkyl's Recall- It's possible this deck is not fast enough to really optimize this card. When you cast it you need to be able to win on your turn.
Shattering Spree- Very effective artifact removal that works around Chalice of the Void and sphere effects nicely.
Energy Flux- Makes it really tough...if you can resolve it through all those spheres.
Steel Sabotage- Counters OR bounces!
For ControlRed Elemental Blast- Might have lost some ground with Flusterstorm and Spell Pierce available, but this card still wins counter wars for one mana and kills Jaces.
Duress- In case the Thoughtseizes aren't enough?
1) One of the biggest hurdles that this archetype would need to get by is the existing control decks in the format. Does the power level of the deck compare to the potency of the Gush or Tezzeret based decks in the format? This deck doesn't have many early plays that win the game. If it's not as explosive as those decks it needs to be either more consistent, more controlling or better in other matchups. It's hard to say where this deck falls without a set list or testing yet.
2) The metagame has changed a lot since the last time Control Slaver was a viable archetype. Workshop decks have grown significantly in power level and popularity and is a force to be reckoned with. Decks often struggle with coming up with the mana necessary to resolve a Hurkyl's Recall EOT, two more mana to cast Fact or Fiction might not be reasonable. Dredge has also become a stronger and more popular archetype, fewer routes to a quick win may hurt in this matchup relative to other control decks out there.
Any thoughts about the viability of this archetype in the approaching 4 FoF metagame? Thoughts on how more specifically how to go about building this deck? Any cards I may have missed in my evaluation?