How to build a Cleric deck??????????

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I want to build either a mono-white or a white/black cleric deck. However there are so many clerics that I don't know where to start. I wanted to build a deck around having Clerics and also have a lot of synergy or at least cards that benefit the group. To be honest I mostly have looked into Onslaught and Odyssey because they were the first sets I ever played so I knew a lot of Clerics in those sets benefit from having clerics.

Examples of cards I'm intersted in so far include: Battlefield Medic, Soul Warden, Daru Spiritualist, Syndic of Tithes, Master Apothecary, Akroma's Devouted, Doubtless One (Especially), Ancestor's Prophet.

Black clerics (if I choose to go down that path) include:  Misery Charm, Disciple of Griselbrand, High Priest of Penance, Skirsdag Flayer, Skirsdag High Priest, Blind Zealot, Cabal Archon, Edgewalker (Especially), Profane Prayers, Vile Deacon, Pontiff of Blight.


As for non-creature spells, I'm not too sure. It might be just preventing damage to me while bleeding the life from my opponents.


Any ideas or suggestions? 
suture priest is another cleric that would fit well in a W/B shell.  Also, there is dark supplicant that lets you sacrifice 3 clerics and search for Scion of Darkness.
suture priest is another cleric that would fit well in a W/B shell.  Also, there is dark supplicant that lets you sacrifice 3 clerics and search for Scion of Darkness.

I was thinking about Dark Supplicant.
Again though, that is if I decide to add black here. There aren't too many black cleric spells but the ones that do exist are pretty interesting.  
Daru Spiritualist is very good friends indeed with Shaman en-Kor...
I think I'll stick with the mono-white cards and do a classic healing/protection deck while casting clerics and cleric spells. Pretty much white-wheenie almost I think... 
Here's my 2 Cleic decks if you want to look at them to get ideas.

Mono-W cleric deck


Frontline Medic and True Believer are also good cards, if you go with those I'd add pump though.

B/W Cleric deck
[deck]
4 Soul Warden
4 Soul's Attendant
2 Doubtless One
4 Cabal Archon
2 Vile Deacon
4 Edgewalker
4 Souls of the Faultless
4 Profane Prayers
4 Dark Ritual
4 Shared Triumph
4 Batwing Brume
4 Starlit Sanctum
8 Plains
8 Swamp
[/deck]

Thanks for tehe advice

The theme I'm working on is a classic healing/protection deck. My win condition is to give my creatures protections from a color(s), give them vigilance and attack when needed.

I want to put in cards like
Benevolant Body GuardBrave the Elements, Bathe in Light, ect.

Then Cleric-bonus cards like
Battlefield Medic, Master Apothecary, Akroma's Devoted, Doubtless One and Battleide Alchemist.

I also want to add
Honor of the Pure (clerics tend to be weak), Pacifism (removal) and Worship (just in case lol). 
Daru Spiritualist is very good friends indeed with Shaman en-Kor...

And they're very good friends with swords to plowshares and test of endurance. I pretty basic play, "spiritualist, target him 14,000,000,000,000 with Shaman en Kor and then play swords to plowshares.
Daru Spiritualist is very good friends indeed with Shaman en-Kor...

And they're very good friends with swords to plowshares and test of endurance. I pretty basic play, "spiritualist, target him 14,000,000,000,000 with Shaman en Kor and then play swords to plowshares.



Which does nothing because stp does power, not toughness. Worthy cause is what you're looking for, or better yet, starlit sanctum...to fit the cleric theme.

My cleric deck is W/B, and makes use of battletide alchemist to protect multiple players if I'm playing multiplayer, which is usually the case. I also use daunting defender and pestilence to wipe the board. Mother of runes is an amazing cleric, (possibly the best cleric, IMO). Vile deacon and doubtless one are both good finishers if pestilence doesn't cut it.
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!