The hand can do two things:
1. Ponder looking for second island, to setup spellstutter, than try to spellstutter them out of the game.
2. Jam delver, ponder turn 2, and race.
Normally, in this spot, you want some combination of pressure and disruption, and here there is also a desire to find the second land asap. Thats what makes the ponder line so tempting, as it positions you better to find the land, and spellstutter seems like a reasonable compromise between disruption and pressure. Plus, daze will protect you while setting up to fix the problems of the hand.
The dangers are that its going to take time, and without other faeries or snap, spellstutter is kind of medium, plus its unlikely you will have the mana to sequence spellstutter and counterspell for a while, so they can pretty easily overload your counter wall, and will be doing it at a point where they may have more mana than you.
I went with the delver play too,
kind of entirely on the basis that if you have turn 1 delver->daze backup thats just what you do. I think its definitely the play here, because you're already behind being on the draw, and this seems like a racing situation. Turn 2 ponder means you can setup delver, and if you find the land, you can setup turn two delver. So I think we're all on the same page there.
Now, here is the second part of the analysis: is
daze on their turn 2 play a trap? You can't actually daze the rift bolt because they will have the untapped mountain on their upkeep, so you know you are going to be getting hit for 3 here. Than they have two mana and you'll most likely have the chance to daze something. I think the only clear time you
daze is something like land->
searing blaze on the delver.
Leaving out the
searing blaze line, can we even afford to daze here?