@King of the Panda:
I agree, those videos are nice. I particularly enjoy seeing Philipp Schonegger play the deck in the first video. I've literally never seen anyone play Magic with such speed and dexterity. It's a crying shame that there's such a small amount of coverage of him playing on Youtube, if you ask me. If you haven't read his articles, they are required for anyone coming to the deck.
I took a look at the decklist in your link and I will offer unsolicited advice on it. Take it with a grain of salt, because I'm certainly not a player of his caliber and there are some much better players than myself perusing this thread. I also may be considered something of an old timer, less than dedicated, or simply foolish because I also play other decks (particularly those that have a good Miracles matchup, like 12Post). May reason, rather than authority, be my guide. It ought to guide all of us, since we do play UW after all.
Land (22)
1x Arid Mesa
4x Flooded Strand
4x Island
2x Karakas
3x Misty Rainforest
2x Mystic Gate
2x Plains
1x Scalding Tarn
3x Tundra
Instant (15)
4x Brainstorm
1x Counterspell
4x Force of Will
2x Predict
4x Swords to Plowshares
Enchantment (4)
4x Counterbalance
Planeswalker (3)
3x Jace, the Mind Sculptor
Sorcery (9)
2x Entreat the Angels
3x Ponder
4x Terminus
Creature (3)
2x Snapcaster Mage
1x Vendilion Clique
Artifact (4)
4x Sensei's Divining Top
These are the things I think are unusual and worthy of an explanation.
- Two Karakas support only 1 Vendilion Clique. How is that worth it? Joe Lossett has 5 legends (usually) with that same land configuration.
- Mystic Gate plays around Choke, but does it really do so effectively?
- All of these nonbasic lands (2 Mystic Gate 2 Karakas) lock you out of Back to Basics, Blood Moon, or any other nonbasic land hate (even Tsabo's Web)
- 3 Ponder 2 Predict, shouldn't the 4th Ponder be played before the 1st Predict?
The fetchlands are a little weird too, with 3 Misty Rainforest before the Scalding Tarn numbers are filled out.
I think one has to go a little outside of the usual method of researching successful lists when going straight UW these days. Folks have been playing UWr for so long (and UWr has a significant advantage in the mirror) that the successful lists of the past were operating in metagames pretty far removed from today's. This is the lesson I learned from RIP/Helm Miracles: the last "successful" list goes back quite a long time, and it's clunky nonsense by today's standards, not even incorporating 4 Ponder. So, you'll need to think for yourself to make this work.
IMHO, there are two potential (mutually exclusive) strengths of straight UW. You can either load up on nonbasic lands and do something a little insane like Humility + Mishra's Factory, or you can play a monolithic basic land base and watch what happens when you put Back to Basics on the stack. The list in your sig leans toward getting value from nonbasic lands, but most of the value it's going to get is just Karakas and Mystic Gate. Mystic Gate has value only in getting to resolve Jaces through Chokes, and Karakas won't be doing much with only 1 Vendilion. I also don't think Snapcaster Mage is going to produce the value he's supposed to produce when he cannot flash back Pyroblasts.
Believe me, I tried Mystic Gate. I paid actual money to buy the card, sleeved it up, played sanctioned events with it, and managed to play through Choke once. I cackled like a boss when my opponent played Choke and I had a board of Plains, Mountain, Karakas, Mystic Gate. I cut the card the next day and eventually traded it away because it doesn't do enough. The enchantment/artifact hate people bring against Miracles is prodigious and varied, so it's not like you get to cut down on Wear/Tear, Council's Judgment, and Disenchant because you're playing Mystic Gate. It's better to just blow it up like the rest of the hate cards, playing to the deck's strengths of hyper-efficient library manipulation. It's really important to be able to kill Winter Orb and Null Rod right now, and Mystic Gate does nothing against those.
I haven't actually tried either Back to Basics or Humility and Mishra's Factory, but I suspect both of those strategies are powerful enough to win some serious games of Magic. My own meta is infested with DnT so I don't think I can get away with either of them, but I have played with Humility even just by itself in the past. When it resolves, opponents generally go in the tank for awhile and either concede or start drawing and passing, looking for their 1 or 2 outs to the card. Certainly, lacking red mana and blasts, you'll need this sort of edge in a mirror match. Under a Humility (which can't be blasted or Flustered), Mishra's Factory kicks Monastery Mentor's butt.
...of course, I'm kind of a weirdo, and I'll post the list I play momentarily. I tried Monastery Mentor, and I understand he's the bee's knees to some people. I really want to like him. I tried this whole Predict thing, and I don't really know what's wrong: I just keep losing with the strategy. Maybe it's because my meta is full, I mean chock full, of DnT. There is seriously more DnT here than Miracles, even! And those streamlined 19-20 lands, 2-4 Predict, 4 Mentor builds appear to function as little more than food for THC-equipped DnT decks.
The way I see the deck is simply this.
20 Lands: 9 fetches (Tarn, Strand, 1 Mesa) 5 duals (3 Tundra 2 Volcanic) 6 basics (4 Island 2 Plains)
28 Spells: 4 StP 4 Terminus 4 Top 4 Counterbalance 4 Force 4 Brainstorm 4 Ponder
...the 12 remaining cards will determine how your particular deck works, how it wins etc. Currently I play:
2 JTMS
2 Enlightened Tutor
2 Rest In Peace
1 Blood Moon
1 Moat
1 Engineered Explosives
1 Entreat the Angels
1 Spell Pierce
1 Helm of Obedience
My favorite sideboard card has to be Llawan, Cephalid Empress. I know my local meta well enough to be aware of the local expert Food Chain player, and that ridiculous cephalid is the stone cold nuts against Food Chain.