Drop early threats and back them up with counterspells, bounce and card drawing. I feel really rude when I flip delver early and then stop my opponent doing anything relevant. It's actually rather fun being the annoying blue mage.
Ninja of the Deep Hours can draw you loads of cards while resetting Spellstutter Sprite for extra value.
Cloud of Faeries is fantastic, it's a free spell that boosts Spellstutter Sprite's countering ability. It's also evasive to enable Ninja and can cycle away if you draw it late game and you don't want it for some reason.
Spire Golem is a cheap creature that also blocks well.
Bonesplitter can upgrade any creature into a potent threat.
I do like Gush, although I also want to try and fit in Piracy Charm somewhere. Not sure what to cut from the deck though.
Piracy Charm could maybe make the main deck, but I'm not sure what I'd remove for it. Killing x/1 creatures is the main thing here, although islandwalk is also OK. If in doubt, just make them discard. It's like you both took a mulligan.
Stormbound Geists was originally just for monoblack as they need to spend two kill spells to deal with it. By the same logic, it goes well vs other control decks. An unexpected side effect is that it's good against the mirror match too, trading for enemy fliers and coming back to become a large flying threat.
Curse of Chains locks down decks that win with big annoying creatures.
Hydroblast seems obvious.
Dispel is against burn decks and decks that are heavy on counterspells and/or instant speed removal.
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