Wizards Preconstructed Deck from Eighth Edition
The "Sky Slam" deck lets you take control of the game with tricky blue spells, and then your big flying creatures will really deliver a beating. You won't always attack much in the beginning of the game, but by the end, you'll be on top of the world. Blue magic is all about control. Unsummon slows your opponent down by bouncing a creature back to his or her hand. Besides preventing the creature from damaging you, this also makes your opponent waste time paying for the creature again!
Mana Leak and Remove Soul can stop your opponent's plans outright. Use Mana Leak when your opponent can't pay the extra mana. Don't waste Remove Soul on a tiny creature-you can be sure your opponent will try to drop a bigger threat soon enough. If a big enemy creature does manage to hit the table, you can lock it down with Dehydration.
Your creatures can also help you set the pace. Horned Turtle blocks your opponent's ground creatures while your deck gets going. Sage Owl lets you set up what you'll draw for the next four turns. Spiketail Hatchling can make your opponent wait an extra turn to safely play that big spell. Meanwhile, Thieving Magpie and Aven Fisher keep you a few cards ahead of the competition.
Puppeteer can either stop one of your opponent's creatures from attacking or untap one of your tapped creatures to block. Fleeting Image makes a great blocker. You can wait until it deals combat damage, then use its ability to bounce it back your hand. The damage to your opponent's creature still happens, and your Fleeting Image is safe!
Once you get enough lands in play, you can drop your big threats and your big defenders. Urza's Armor helps keep hordes of little creatures at bay while Air Elemental rules the skies. With no way to block all your creatures, your opponent will soon be defeated by the air assault.
Coastal Hornclaw is I'm afraid the worst card in the game.