There are two main areas I want to cover. One is about Vintage control, and the other is about Vintage in general. To many people, this will seem completely wrong and to others it will be old news.
1) The traditional idea of control is dead in Vintage. Ever since the days of Tog and Control Slaver, Vintage "control" decks are not real control decks. They are control-combo decks. Their entire purpose is to halt the opponent juuuuuust long enough to win the game. Unlike the traditional Weissman theory of an impenetrable fortress, control-combo is a much, much better approach to the game. This is readily apparent in Vintage, but can even be seen in other formats.
Look at Legacy. Dreadstill, with its control-combo approach, completely outclassed Landstill.
Look at Extended. The U/W control heavy version of Thopter/Foundry was out classed by the combo version with Hexmage/Depths.
Why? Because combo wins allow a deck to leverage card advantage into a tempo efficient win. Vault/Key is the best example of this idea.
Now, there are many situations where you can run your opponent dry on cards, draw a bunch, and lock him/her out with a full grip of counters. But the good decks also have a way to race the opponent's cards, because sometimes you just can't rely on reactive control cards to handle everything.
2) There is a critical article, written by Zvi, on the concept called the fundamental turn. It can be found here:
http://www.starcitygames.com/php/news/expandnews.php?Article=3688Drain does not come online until turn 2. But the fundamental turn is before that point.
That is why Drain is weaker than Spell Pierce right now.
1) Oh, I definitely agree with that. It's an aside, but I think true Weissman control is a consequence of improper deck building that is caused by deck building constraints. The fundamental theory behind it is that every deck has an auto-lose potential, and that if you can extend the game past it's win-potential it essentially must lose. That's why it's something that is more plausible in Standard environments because they don't have the resources in terms of cards that they can play to avoid this case.
For instance, I've never understood why a control deck is said to have "inevitability" over a burn deck (for example). Aside form it being fundamentally better, I mean. But if I burn a control deck to 3 life and I'm just waiting to force that next Lightning Bolt through... why don't I have inevitability rather than the control deck? It seem that since I'm top-decking to win, I should have inevitability. However, you can see where the "auto-lose" potential comes into play. It's fundamentally unsound and breaks apart given certain playing conditions. But as I see it, that's not a consequence of a control deck's inevitability it's of the opposing deck's improper construction.
As such rather than there being 3 types of decks, there are really only 2. Aggro and combo. Aggro is about attrition and leverage. Any deck that is playing independent pieces at the first giving opportunity is an aggro deck, so even a Stax deck playing out lock pieces in an "aggro" deck in this sense. On the other side, you have combo, which is about windows and explosion.
I think of it as, aggro decks are about optimum card usage whereas combo decks about optimum mana usage. Flash would win in 2 mana? but you need at least 2 cards in hands, and several inside of your deck. But each of those cards is weaker than the typical individual card in a Fish deck.
I think it works this way because of free resources. Mana is essentially free. In the context of the fact that once you play your lands, you'll always get that mana whether you need it or not. And of course, there is the auto-card draw every turn. So a deck should be geared towards consumption of those resources, because if they don't it's wasted.
From there you have 2 types of control which run win conditions on either side of the spectrum, the two being the classic Weismann deck predicated on the notions of internal deck failures pressing opponents with the notion of "inevitability and the Deck or just a meta-deck looking to create specific deck failure states.
2) I'm not sure how this fits into the discussion though. If you win faster than turn 2, then Mana Drain isn't a good card. But that's independent of Spell Pierce, there were always other options.
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I don't think I'm disagreeing with you as much as I just see it a bit differently and thought of Mana Drain as being more narrow than most people do. Mana Drain is the predicate to Tarmogoyf in their respective decks. I know many times people only run Tarmogoyf because "if I hit an opposing aggro deck and they run it and I don't, I'm going to lose." It's the same with Mana Drain. If you are hitting a "control" deck, and they run it and you don't, then you'll likely lose. It's not a pillar in the sense of it created a dominant archetype, it's a pillar in that it dominates a dominant archetype. If that pillar became dominant again, and I don't think it's unimaginable scenario, it'll rise up again as well.