Pick 28 land cards. Land cards fund your spells and are a necessity for any kind of deck. Because you are making a two-color deck, you will want to fund both of your spell types equally, so add 14 islands and 14 plains to your deck.
"Magic: The Gathering" is a collectible card game created by Wizards of the Coast in 1993. The game consists of five different colors representing different methods of focus: red for chaos, green for life, black for death, blue for intellect and white for healing. Many players elect to mix colors in their decks, such as creating a blue-white deck for countering other spells and healing themselves. Creating a multicolor deck is the same process as a single-color deck.
Add 13 creatures to your deck. Ideally, you will want six or seven blue creatures and six or seven white creatures, allowing for an even match. The exact creatures you want will depend on the lands they require to attack and what your desired effects are. For example, Akroma requires eight lands to attack, but it cannot be hit by ground creatures and gets to attack first every time.
Add 19 additional spells to your deck. Again, for an even match, you will want to split your blues and whites to nine and 10 of each. The spells you add will ultimately depend on their land cost and your desired effects. For example, Discombobulate requires four lands and will counter your opponent's spell. Akroma's Vengeance requires six lands and will destroy every artifact, creature and enchantment on the board.
Create a side deck consisting of 15 spells and creatures. This lets you put aside other creatures or spells you are interested in having in later matches but that do not hold a place in your main deck.
- "Magic: the Gathering: the Official Starter Game Strategy Guide"; Cory J. Hendon; 1999
- Wizards: Blue-White Control