Dimir Control leans on Counterspell, Snuff Out, and Cast Down backed by tempo creatures like Faerie Seer and Spellstutter Sprite, so you want to present resilient, efficient threats that punish counterspell-light turns rather than walking into removal-heavy sequencing. Guardian of the Guildpact and Red Elemental Blast add a resilient threat and key interaction that are hard for them to answer profitably. Trim weaker removal and setup pieces for more proactive interaction since flooding on passive cards is a real risk against a control deck that will happily grind. Play around Snuff Out (costing 4 life if they control a Swamp) by not overcommitting your best creature into an empty board.