In general, you will keep track of everything in your world, for two reasons:
1) To simulate (run the "game play")
2) To render
The simplest way to keep track of everything is to keep a List<Brick> for the bricks, List<Ball> for the ball(s), etc. Then, when you simulate, you iterate over all the bricks and test if a ball is hitting the brick. If so, you add score, play a sound, and remove the brick from the list. Note that there are some rules about modifying collections while you're iterating using foreach(), so you may want to iterate using an integer index instead. Also note that when removing something in a list, every other thing after it slides down one notch, so to not miss the item after the item you remove, you will have to modify the index at that point.
When you render, you simply render each thing in each list. Because things that were hit are removed from the lists, they won't get rendered, and effectively no longer exist.
Jon Watte, Direct3D MVP
Tweets, occasionallykW X-port 3ds Max .X exporter
kW Animation source code