The third entry in my "starter deck" series of about four decks because four friends I played a massive Magic game with recently decided it wasn't just for nerds after all (go figure) and really enjoyed it so I'm scrapping together some starter decks for them with cards I have lying around (came into Magic when M12 dropped, hence why everything is relatively new in all these starter decks) so I can teach them strategy, deck building, themes, etc. This deck isn't entirely creature-based like my other starter decks which is a good change and necessary one since blue and white love control. This deck is about applying a bit of control to the board while building a spirit army to fly overhead for the win!
Turn one, throw down a Doomed Traveler or Ponder. I prefer Ponder since it can literally save you (just play it and see) but if you only find yourself with a Plains on your first turn, Doomed Traveler is a great chump blocker who turns into a spirit. The second turn offers Mindshrieker and Spectral Rider for creatures. Mindshrieker is a fun card because it embodies the "chance" spirit of Magic. Make them mill a card and see how beefy he gets! Even if you get rid of a land card and he gets no boost, it could still be beneficial and screw up your opponent's mana draw. He's also great late-game, allowing you to play his ability multiple times and possibly steriod him up for the win! Spectral Rider won't always be playable on turn two in this deck, but he pairs well with Drogskol Captain. If you can drop the Rider on the second turn, though, don't hesitate to do it. That intimidate can be powerful. The third turn belongs to Drogskol Captain, Midnight Haunting and Spectral Procession. The Captain is fantastic because not only does he give your dudes a boost, he gives them friggin' hexproof for crying out loud! Pretty overpowered, in my humble opinion. Midnight Haunting is fun to drop on your opponent at the end of his or her turn, usually making them crap themselves as you quickly bulk up your army. Spectral Procession is a beast too. I mean, what's not to like about creating three creatures on turn three?!
The other non-creature spells include the deck's two control cards, Mana Leak and Journey to Nowhere, as well as another creature-beefer, Favorable Winds. Mana Leak is a brilliant cheap card, oftentimes allowing you to trip up your opponent's strategy from the gates. It isn't great late game, but it's valuable when your opponent might try multiple spells late and drop the juiciest one right within the threshold for Mana Leak to screw them! Journey to Nowhere says bye-bye to the creatures pestering you the most on the board, especially that nasty flier preventing you from sailing over for the win. Favorable Winds just adds more hurt for your dudes, which is never a bad thing.
When constructing a blue and white deck, or Azorius deck, you want control spells and draw spells. Those colors love screwing your opponent, especially when used together, so take advantage of it! Plus, blue loves to let you draw cards, allowing you to continue to stock up on control and creature cards to continue your assault and prevent getting behind. The other nice thing about both of this color combo is they both love flying creatures, an ability that has long proved an incredibly nasty way to ensure your opponent receives combat damage. That's why it's beautiful that these colors both love control and flying, you can make up for making room for some non-creature spells through making your dudes evade your opponent's guys! So do Kurt Cobain proud and enjoy smelling the sweet victory spirits provide!
Hope this inspires some new Magic players! Any comments/suggestions are welcome!