I don't think I have enough to make a blue deck. Even if I do have 10 cards, they probably won't make a good deck. I know there is at least an attacker, so that's good. I haven't even attempted to play blue yet. I kind of want to since that'll help me understand what's happening to me when I face blue. With no game log, I just watch cards fly back and forth and then see if I have any allies left on the board.
Blue is quite possibly the most upgrade-dependent class to play.
The attacker minions aren't very good unless you unlock the Blue hero that intercepts for her underlings. The problem is they die a bit too easily. Green, red, and purple don't care if their minions die because they can just redraw them, but 50% destroy on kill means you might never see them again. It's safer to use one of your 100% destroyed cards but be guaranteed that they did something good before you lost them.
You'll want to start out with a deck that uses poisons and bombs and Spells to melt the opponent's face with blue, that's the easiest to do with the commons. Players with more cards can use the "steal your opponent's deck and play it" strategy, which is a good deal more interesting but involves more rares. And once they get full upgrades they can try to tuck a minion or two behind an intercept card too.
Say, is there a way to get rid of a card that doesn't have health? Like blue's poisons or forgeries?
There's only two cards in the game. They are both purple. One is Banishing gust, 2/3/4, On hold: charge. At 2 charges: Discard any card. It puts any card in play or in hand in the discard pile, but if you use it on a bank card it banishes it.
The other is Word of Unmaking, 4/5/6, On hold: charge. At 3 Charges: Destroy, any card.
You click any face up card on the screen and it is gone. Forever. I think I've heard if you use it on a bank card, the bank can't restock that card ever again (I guess it's kinda like the bank cards are thought to be like blue backed dominion cards, and you're just destroying that component of the game entirely?)
Using Word of Unmaking and a lot of blockers, you can destroy all the important pieces of your opponent's strategy and eventually win through attrition. I don't know whether you're into that.
As an actual strategic consideration, it's worth noting that playing 6 Trade Routes "destroys" the six damage poison and playing 12 Trade Routes "destroys" Hemlock since they are one use items.