Please explain how to "use it right" then. My problem with Blue is the same as the Dragon deck. It takes too long to get going. Against GB, there are too many things to counterspell, and if you don't have a Remove Soul for Gaea's Herald on turn 2, you're basically done.
There's too many spells that are bad news if they hit the ground: Elvish Champions, Huntmaster, Immaculate Magistrate, Jagged Scar Archers, Imperious Perfect, Coat of Arms, Nath of the Gilt, Overrun, etc. When Elvish Warriors are 3/4, your walls are useless, and blue fliers can't compete with GB damage because you're outnumbered and underpowered (compared to an Elven army).
I'm not saying Blue is useless and can't win. I just think you need to get lucky. Sometimes you get a hand where your Sprites and Phantom Warrior can chip away early. Other times, you might get the one control magic, or a counterspell heavy hand with a big creature you can protect. A double wall draw is also strong, especially if they both get benefit from Coat of Arms. But more often than not, if you play a lot, you're not going to see many hands like that.
I think if you're playing a smart opponent, you're going to have to tap out at some point. Whether it's for a Phantom Warrior, an artifact wall, an air elemental, a magpie, or a brain geyser, you need to tap out. That's when a smart opponent drops an Elvish Champion/Coat of Arms/something that overpowers you, and it's all downhill from there.