Yeah, I'm building a virtual deck with it and it's just a hodgepodge while I'm still ironing out what's best. So far milling and outright destruction are the best ways to "steal" creatures. Keep in mind that winning via this method depends on your opponents having grade A quality creatures to steal. Its first ability is really gonna be the reason you win matches. So generate them zombies!
I got my tests in today. The ability is actually quite the nuts, but I want to make sure that I can win with the deck. That appears to be the hard part to me, especially without combos and by my standards it won't beat the kill efficiency of some of my other decks. I opted for practically no mill.
There was a game where I was deemed enough of a threat that they let a guy with multiple planeswalker emblems live over me because I was making it practically impossible to have any creatures stick on the board that weren't mine.
I made my version close to tutorless for the most part by choice just because all of my other decks arguably have too many in them.
The main lesson I have found is if you're trying to drag out the game so that it goes long, ensure that you always hit your land drops and consider going the big mana route so that you have something you can do while still holding up responses. The main issue I see here is that the easiest big mana route is in black, but if you want to be control your limiting mana sources will probably be blue.