Still trying to figure out myself the best way to position against the UR Delver matchup. Like burn, it's cheap to build other than the duals and force of will, so there's a high chance of seeing it in the early rounds of the upcoming GP. The deck is really fast against us and controls tempo pre and post board. The only outs I can see if post board having a very proactive shift into your deck, and play mostly action spells rather than win a counter war and just jam everything you can, force out their dazes and counter magic and hopefully stick a batterskull or merfolk rogue with a blade to swing at their face long enough to turn the game in your favor. The problem I have had is that sometimes I could be low in life by the time establishment arrives that they just can flip a delver or throw a couple burn spells to the dome and we lose.
Preboard games the only things I can think of is not have their pyromancer loose or it will run away with the game. Bait out and play around daze and be proactive. Game 2 watch out for blood moon effects, and jam all your threats and try to overload them (debatable, they won't run out of gas thanks to cruise control), if you don't board out your counters (Spell Pierce and such aren't as useful, and even cutting force of will for proactive spells might be better, but they can equally be left in) hold them until you need to protect a spell and let it resolve.
In this regard i'm considering something similar to ben's deck. Much more proactive, and since we are in blue we might as well hop aboard the party boat, but I feel like it has a harder time against decks like Miracles and maybe even combo decks, which are still big problems in the metagame.
The current list i'm looking to try, with flex slots still hanging out:
4 Stoneforge Mystic
4 Deathrite Shaman
2 True-Name Nemesis
1 Vendilion Clique
1 Batterskull
1 Umezawa's Jitte
2 Jace, the Mind Sculptor
4 Brainstorm
4 Thoughtseize
4 Swords to Plowshares
3 Force of Will
3 Spell Pierce
2 Ponder
2 Treasure Cruise
4 Polluted Delta
4 Flooded Strand
2 Marsh Flats
1 Plains
1 Island
1 Swamp
3 Underground Sea
3 Tundra
1 Scrubland
1 Tropical Island
2 Wasteland
Sideboard:
2 Pithing Needle
2 Meddling Mage
1 Force of Will
1 Supreme Verdict *flex slot*
2 Zealous Persecution
2 Relic of Progenitus
1 Engineered Explosives
1 Vendilion Clique
2 Flusterstorm *flex slots*
1 Council's Judgment *flex slot*
Flex slots: 3rd spell pierce, i feel it's necessary with combo on the rise, and the jace's but with Miracles still being a deck and played a lot, i still don't want to cut them. Maybe in the sideboard, so my main board can have 3 Ponder/3 Cruise or 4 Ponder/3 Cruise/2 Pierce? Speed and being proactive is necessary for the match up, and I feel the success against the UR Delver matchup is jamming your cards and if they get countered whatever, go on a cruise and reload.
Sideboard is still a mess. I'm wondering if Verdict is still necessary and there's a few more cards to consider for it. The goal is to have it completely versatile and as it works now I can shift half the sideboard into most matchups to give me a strong post board matchup.