I liked the idea of playing Delver, but didn't like the more controlling SnapTime variant.
Card Choices
Creatures
Delver of Secrets - surely this doesn't need explaining.
Monastery Swiftspear - just good value.
Geist of Saint Traft - this thing is a beating. Spot removal doesn't work on it, and it usually sticks around for wuite a while.
Instants and Sorceries
Izzet Charm - I had a big debate over whether this should be Azorius, Boros or Izzet Charm. I settled on Izzet since it can act as a Spell Pierce if I need it, filters our hand and fuels Cruise, and can be spot removal if needed.
Electrolyze - snipes Pyromancer tokens, Delvers, Pyromancers, and any other x/1s, and cantrips, which is always nice.
Jeskai Charm - four to the face is nice, and being able to Time Walk a creature is pretty relevant I think, and it's especially nice in response to them cracking a fetch. Not certain about whether it can or should be more than a 1-of. It's been as much as a 3-of, but it was too mana intensive and slow to keep the number that high. It may just get replaced by another Izzet Charm.
Lightning Bolt - automatic 4-of, for obvious reasons. Debatably the best red card ever printed.
Mana Leak - just a good counter.
Remand - counter and cantrip. Even works well if your opponent counters an important spell of your, just bounce yours back to your hand, and draw a new card. Cryptic with a small downside.
Forked Bolt - mainly for the mirror, and any other decks that run x/1s. I'm not sure that these are the right call, and could either be Electrickery or Arc Trail.
Gitaxian Probe - free card draw and insight into what your opponent is up to.
Serum Visions - possibly the best cantrip in the deck.
Treasure Cruise - I don't really think I want 4, as I don't want to risk one rotting in my hand the whole game because I draw into more of them, but I could be wrong. Only time and testing will tell.
Sideboard
Keranos - comes in for any matchup that I think may go a bit longer than I want. He's a great card when he lands, either generating almost immediate card advantage, or providing us reach.
Kor Firewalker - I don't like the idea of dying to burn.
Spell Pierce - I'm not sure they were good enough for the main, and after seeking advice from more experienced Modern players than I, I moved them into the side.
Combust - just in case I run into Angel Pod, U/W(or American) Control, Twin, or any other big white or blue creatures.
Magma Spray - picks off smaller creatures, but makes sure they don't come back.
Supreme Verdict - I'm pretty sure Bogles is going to see a slight uptake in play in the current meta, and this handles it perfectly.
Wear // Tear - no one likes losing to Leyline, and in my meta, it doubles as sufficient Affinity hate.
Hushwing Gryff - iIt's here instead of Torpor Orb, since I think Orb on a body is a bit better, even if it's easier to remove.
Counterflux - gotta deal with Storm, and it's nice to have a super-hard counter for Scapeshift.
Notable Exclusions
Young Pyromancer - I really don't think he's good enough in this deck. Maybe that's my own fault, but he never once stayed on the table long enough to make an impact on the game.
Path to Exile - I know I'm splashing white and all, but I think Path is just a little off of my gameplan.
Snapcaster Mage - partailly budgetary, though I could afford them, but ultimately I don't think they're right here. Maybe as a 2-of for something like Bolt-Snap-Bolt, but I think they fit into a SnapDig deck better (obviously, it's in the name).
Vendilion Clique - also partially budgetary, but I just don't know where I'd put it.