URB Tempo
This deck features a bunch of efficient and cheap removal and counter spells. An early delver flip (with all the instants/sorceries he flips about 40% of the time) while keeping your opponent from progressing their board with counters and removal is the game plan.
Cards like Spellstutter Sprite and Remand are great because they interrupt our opponents plan while simultaneously increasing our pressure on the board or increasing our card advantage.
Magma Jet works well in burning to the face or removing blockers/mana dorks while helping us set up that early delver flip. It also helps us fix our card draw if we're in need of lands or certain spells.
The deck is weak to larger creatures like goyf, so we have Go for the throat in the sideboard. Coupled with EE for 2, Far//Away, Turn//Burn, and 3 main deck spell snares, we should be able to keep goyf off the table in games 2 and 3 for the most part.
Games 2 and 3 allow the deck to shift into a more burn/removal strategy or a more control strategy. In the case of the former we bring in all the creature removal and burn. Our goal here is to keep their creatures/blockers/combo pieces off the board while we bash with our own creatures. In the case of the latter we bring in the extra counterspells and any other relevant board cards and try to get some early pressure down while denying them from casting spells for the rest of the game.
Blood moon steals games from Jund/Junk/4c/UWR/many other decks if we can get it down early, but is sometimes irrelevant if we draw it on turn 5/6 as one player's board has likely progressed to the point where blood moon doesn't matter anymore. However it still seems to be working well when we bring it in, so it stays as a two of for now.
Isochron scepter is boarded in vs decks that have no reliable way of removing it. vs decks with artifact removal, abrupt decay, maelstrom pulse, etc we don't want to get 2for1'd so we leave it in the board. Against decks that can't get rid of it consistently we bring it in and expect to get a huge advantage the turn after it resolves. Almost any card is good on it, but notably impressive ones are Remand, Magma Jet, Turn//Burn, Far//Away, and Go For the Throat. You can even cast the 3CMC Turn or 3CMC Edict from the fused cards for 2 colorless, pretty sweet value.
EE helps deal with goyf, tokens like lingering souls, or anything problematic that has a CMC of 2 (random fringe decks that have artifacts or something) We can also cast it for X=3 if we draw our fetches.