To hedge against combo I think this list is a great route to take. http://www.hareruyamtg.com/en/k/kD30486S/

I have a friend who plays Turbo Depths and this variant of UR seemed heavily favored in our testing. Being able to use wasteland/stifle really hinders their gameplan and the extra countermagic goes a long way as well. Yes it doesn't counter the actual 2 lands for the combo but stopping any of their tutors (crop rotation, into the north, expedition map) means they're playing off the top of their deck and that's usually too slow unless they get lucky.

My 2 cents.