Control decks are concerned with tempo only as it relates to defending themselves
Players play and activate cards in order to gain the lore needed to propel them toward victory, challenge their opponents characters to slow their progress and use other abilities, usually by paying ink from their inkwell
First, you need to survive long enough to be able to cast two spells in one turn cycle
Casting this can often win you the game since you draw so many cards, gain so much life, and probably kill your opponents best creature
In the case of Brass Knuckles, it's an interesting way to push double strike in those kinds of decks
I build with the best cards available, including the newest cards that other sellers leave out, to create high-performance decks that truly make the most of their Commander