Intro/Overview: White Black control is a deck that pops up relatively often when draft my cube. It I think is very powerful when drafted correctly with one key weakness. W/B control is the hands down best anti-aggro deck you can draft. You have the best two colors for removal complemented with lifegain. You also have more wrath effects than any other deck. White and black also have some great finishers. You get large fatties that generally fly and kill your opponent in just a few turns.
Strengths:
Removal - If they play it you can kill it. With access to RFG effects, wraths, edicts, and pacifisms generally any troublesome creature will be delt with. Cards like Mortify and Vindicate can help against noncreature permanents.
Lifegain - Gaining two here, four here, five there can really help against aggro decks.
Finishers - B/W tends to have very good fatties at the top of the curve to finish things up with.
Weaknesses:
Card advantage - Aside from opponents extending into wrath effects this type of deck has very few ways to draw cards or get card advantage. Any cards that do this should be picked highly.
Blue decks - This is the big one, B/W is a huge underdog to blue control decks. They have counterspells, card draw, and a stronger late game. You will often have a hand full of removal and only one or two threats. If those threats are countered or control magiced it can be a while before you draw another.
Mana - B/W decks generally have the worst two color mana bases. Many cards require double of one cost or another. This means that B/W mana fixers are golden in this deck and should be drafted very highly.
Planeswalkers - This deck has trouble dealing with planeswalkers once they hit play. Your threats are generally expensive and slow. On the other hand this deck is very good at protecting it's own planeswalkers so pick them highly.
Matchups: I often think of B/W as a 2-1 deck. It usually will beat non blue decks and lose to blue decks.
Aggro - Good, you have removal, mass removal, and lifegain. These are generally the things aggro does not want to see. Aggro wants a fast start with mutiple creatures and then some form of disruption.
Rock/Green Midrange - Good, B/W's threats are generally just bigger than those in Rock. Also, it has more removal and fewer threats. This generally favors B/W.
Mana Ramp & Reanimator - Okay to good, the mana ramp or reanimator matchup is pretty good requiring the "combo" decks to have a fast start with a hard to kill creature. Of the two reanimator is the more dangerous deck. B/W can beat a card like Akroma, Angel of Wrath or Skeletal Vampire. It can't always beat it twice. Recurring Nightmare is a card B/W has a very hard time beating.
Blue decks - Bad, this is a very broad category but your gameplan generally is the same. Your game winning spells are few and very expensive. This means that countermagic is very good versus you. In addition they will draw more cards than you which makes trying to attrition them out very hard. Your best bet versus blue decks is non creature win conditions or card advantage. A short list: Phyrexian Arena, Scepter of Fugue, Bitterblossom, Debtor's Knell. Sticking one of these is much better than resolving a creature as they will all generate an eventually insurmountable advantage for you. Duress and Thoughtseize are very good veruss blue decks if you can get them. Decree of Justice should also be mentioned as a way to make a massive army at instant speed that is immune to countermagic. If you play with sideboards look to side in cheap threats like Cabal Interrogator in favor of your more expensive spells.
Actually, WB control can easily be built to decimate blue decks - You just need to get lucky and pull the discard spells.
I find the higher end discard (Thoughtseize, Duress, Hymn to Tourach, Gerrard's Verdict, and to some extent Tidehollow Sculler) to be higher picks then most removal for the archetype. Building it in this way requires a bit of luck, and you have a slightly worse aggro matchup but you'll crush the blue decks.
Also, I'd like to point out that the deck has a few awesome morphers which can win games against blue by dodging countermagic. Exalted Angel, Zombie Cutthroat, Silent Spector, and Bane of the Living are all great against blue decks - They're all big enough that they can't block well, so they basically need a control magic or they're done.
Generally, though, you hit the strengths and weaknesses on the head.
Intro/Overview: White Black control is a deck that pops up relatively often when draft my cube. It I think is very powerful when drafted correctly with one key weakness. W/B control is the hands down best anti-aggro deck you can draft. You have the best two colors for removal complemented with lifegain. You also have more wrath effects than any other deck. White and black also have some great finishers. You get large fatties that generally fly and kill your opponent in just a few turns.
High Picks: wraths, spot removal, recurring threats, B/W mana fixing
1 Sunlance
1 Path to Exile
1 Orzhov SIgnet
1 Terror
1 Scepter of Fugue
1 Chainer's Edict
1 Kitchen Finks
1 Phyrexian Arena
1 Mortify
1 Faith's Fetters
1 Barter in Blood
1 Nekrataal
1 Persecute
1 Shriekmaw
1 Kagemaro, First to Suffer
1 Rout
1 Feudkiller's Verdict
1 Kokusho, the Evening Star
1 Debtor's Knell
1 Tombstalker
1 Decree of Justice
1 Godless Shrine
1 Fetid Heath
9 Swamp
6 Plains
Strengths:
Removal - If they play it you can kill it. With access to RFG effects, wraths, edicts, and pacifisms generally any troublesome creature will be delt with. Cards like Mortify and Vindicate can help against noncreature permanents.
Lifegain - Gaining two here, four here, five there can really help against aggro decks.
Finishers - B/W tends to have very good fatties at the top of the curve to finish things up with.
Weaknesses:
Card advantage - Aside from opponents extending into wrath effects this type of deck has very few ways to draw cards or get card advantage. Any cards that do this should be picked highly.
Blue decks - This is the big one, B/W is a huge underdog to blue control decks. They have counterspells, card draw, and a stronger late game. You will often have a hand full of removal and only one or two threats. If those threats are countered or control magiced it can be a while before you draw another.
Mana - B/W decks generally have the worst two color mana bases. Many cards require double of one cost or another. This means that B/W mana fixers are golden in this deck and should be drafted very highly.
Planeswalkers - This deck has trouble dealing with planeswalkers once they hit play. Your threats are generally expensive and slow. On the other hand this deck is very good at protecting it's own planeswalkers so pick them highly.
Matchups: I often think of B/W as a 2-1 deck. It usually will beat non blue decks and lose to blue decks.
Aggro - Good, you have removal, mass removal, and lifegain. These are generally the things aggro does not want to see. Aggro wants a fast start with mutiple creatures and then some form of disruption.
Rock/Green Midrange - Good, B/W's threats are generally just bigger than those in Rock. Also, it has more removal and fewer threats. This generally favors B/W.
Mana Ramp & Reanimator - Okay to good, the mana ramp or reanimator matchup is pretty good requiring the "combo" decks to have a fast start with a hard to kill creature. Of the two reanimator is the more dangerous deck. B/W can beat a card like Akroma, Angel of Wrath or Skeletal Vampire. It can't always beat it twice. Recurring Nightmare is a card B/W has a very hard time beating.
Blue decks - Bad, this is a very broad category but your gameplan generally is the same. Your game winning spells are few and very expensive. This means that countermagic is very good versus you. In addition they will draw more cards than you which makes trying to attrition them out very hard. Your best bet versus blue decks is non creature win conditions or card advantage. A short list: Phyrexian Arena, Scepter of Fugue, Bitterblossom, Debtor's Knell. Sticking one of these is much better than resolving a creature as they will all generate an eventually insurmountable advantage for you. Duress and Thoughtseize are very good veruss blue decks if you can get them. Decree of Justice should also be mentioned as a way to make a massive army at instant speed that is immune to countermagic. If you play with sideboards look to side in cheap threats like Cabal Interrogator in favor of your more expensive spells.
My secondary "cube".
Really out of date cube thread with pictures.
I find the higher end discard (Thoughtseize, Duress, Hymn to Tourach, Gerrard's Verdict, and to some extent Tidehollow Sculler) to be higher picks then most removal for the archetype. Building it in this way requires a bit of luck, and you have a slightly worse aggro matchup but you'll crush the blue decks.
Also, I'd like to point out that the deck has a few awesome morphers which can win games against blue by dodging countermagic. Exalted Angel, Zombie Cutthroat, Silent Spector, and Bane of the Living are all great against blue decks - They're all big enough that they can't block well, so they basically need a control magic or they're done.
Generally, though, you hit the strengths and weaknesses on the head.
Currently 62/265 cards.