I played a decent session yesterday. I probably got in 5-6 full matches, and won them all. I even beat UW Thopter Foundry after he resolved the combo for ~5 turns, so this deck has a seriously strong late game. I thought Thopter Foundry would have a better end game, but nope.
17
Island3
Polluted Delta3
Flooded Strand4
Snapcaster Mage4
Vendilion Clique4
Brainstorm4
Ancestral Vision1
Ponder4
Counterspell4
Force of Will3
Back to Basics3
Vedalken Shackles3
Echoing Truth3
Jace, the Mind Sculptor//
3
Surgical Extraction2
Relic of Progenitus2
Engineered Explosives4
Spell Pierce4
Curfew
Do you think the deck will use both Ancestral Visions and Temporal Mastery once it's legal? There's something about playing 4 Ancestral Recalls and 4 Time Walks that looks very appealing.
Let's see, what is there to talk about with the list... Echoing Truth. I know that card looks kinda vanilla, but something is going to slip through your 8 counterspells. Count on it. And the bounce utility is exceptionally strong when you have as much card advantage as this deck does. I always found time to bounce whatever I needed and still counter it without falling behind. Snapcaster helped greatly in accomplishing that.
Ancestral Visions is what keeps you in the game. Suspend it on turn one, and survive until it resolves, and I guarantee you'll find yourself ahead. It hits play right around the time you feel like your hand is dwindling too low and buries the opponent in CA. I can't sing its praises enough.
Back to Basics is still great. Even though the enemy fetches weakened it a bit, it'll still shut down at least half of their mana, in my experiences. It's completely dead in multiples, outside pitching to Force, so I only added three and I'm comfortable with that number right now. I played against 43 Lands online and the guy called me a cheater for playing B2B. Player Lost.
I'm loving 4 Clique and 4 Snapcaster. Finally, blue has some creatures it can cast before turn five that don't completely suck. Clique especially - it is like a counterspell that hits for 3 a turn. It fits the role of MUC's aggressor so well, I don't even know what to say.
From the board, Curfew is awesome against RUG Tempo (which I played twice), and along with EE, are the only outs this deck has to Nimble Mongoose. Flashing in Snapcaster to block before they have Threshold also worked pretty well at killing that little critter, but you need some support for g2 and g3. Plus, Curfew has great synergy with Snapcaster and Clique, since bouncing them is actually advantageous (especially Snappy).
I can say you don't need to splash other colors. There are plenty of options in blue, and besides, you aren't going to reliably get your one splashed basic land into play that often. If you have 4 fetches and 1 basic, that's less than 50% odds of seeing it in your opener and digging for the right colors is not what you should be wasting your time doing. You're slow enough, don't make yourself slower.