Here's a few recommendations I can make. I'll try to keep them in feasible range, since you say you're new.
OutJace's IngenuitySilver-Inlaid DaggerBanisher PriestKnight of Cliffhaven (2x)
Hedron-Field Purist
Soul of Ravnica (2x)
TromokratisRedirectTime of Heroes (1x)
Champion's Drake (1x)
Azorius Guildgate (3x)
Island (1x)
Plains (2x)
InTreasure Cruise (3x)
Dissolve (3x)
Detention Sphere (2x)
Ordeal of Thassa (3x)
Bonds of Faith (1x)
Tranquil Cove (3x)
Temple of Enlightenment (3x) (Can get expensive, I understand, but scrying is invaluable in setting up powerful draws. Only add in if you can afford to, because the deck can likely run just as well without them.)
Here's WhyThe one powerful thing about U/W in any format is that it has some of the most powerful control elements in all of MTG. This is why I say add in the Dissolves, Detention Spheres, and even the
Bonds of Faith. Control of the battlefield, even if just a small amount, can make a huge difference. Also, I recommend a playset of
Treasure cruise simply because it's just that powerful of a card. The ability to draw three for one,
Ancestral Recall style, without a Suspend is remarkable, and that it's a common is even moreso. As for the
Ordeal of Thassa, it helps further your draw while empowering your creatures a bit, and I added another
Bonds of Faith due to its versatility, and that this is practically a Human Tribal anyway.
As for the sideboard...
OutRevoke Existence (2x)
DemystifyCelestial PurgeArchetype of ImaginationGlare of HeresyInErase (3x)
Dissolve (1x)
Retraction Helix (2x)
Here's whyArtifact and Enchantment removal is rather cut and dry, and it's much more efficient to
exile an enchantment than destroy it, hence the Erases. An additional
counterspell for those matches where you absolutely need it, and more bouncing spells round off what removal you have.
I really hope this helps. You've got an interesting concept up, and I'd love to hear how it works out for you in actual play.