Amongst the hullabaloo about Astral Slide, Lightning Rift, and other cycling shenanigans, there hasn't been all that much discussion about other new archetypes in Type II post-States. A while ago, I wrote an article about B/W Clerics, using Braids as an adjunct to the strategy to gain card advantage with Rotlung Reanimator. Although that deck performed well, I believe the more focused version of Clerics.dec is the better, and more tournament-worthy, version. In fact, one version (strange as it was) won a States tournament, beating more fashionable decks such as Wake and U/G Madness. It has even been mentioned in some circles as Tier 3, whereas others believe it at best Tier 2. I believe it has the potential to go all the way - and with Legions coming next, there will surely be better Clerics coming this way.
The reason why I respect this deck so much is that it has a very solid early game and an extremely devastating finish. Cleric decks are not usually associated with the word"devastating" - but later on I will explain to you exactly what I mean. In case anyone hadn't noticed, there are a hell of a lot of good clerics floating around nowadays.
The Stars
Onslaught has been around long enough for everyone to realize which are the best and essential clerics. At pick number 1, Team Clerics chooses.....
#1 Rotlung Reanimator
Wow, is this guy good: Tap two colorless and swamp, proceed to ruin target control player. This guy renders Innocent Blood and Chainer's Edict useless. The best control decks - Cunning Wake/Burning Wake and MBC - must Wrath of God/Mutilate twice to clear the board. This deck itself runs Wrath and allows you to reset the board and come out of it ten 2/2 Zombies ahead.
#2 Benevolent Bodyguard
This guy is hardly the team's highlight reel but nevertheless is a vital cog in the deck's mechanics. He's a great one drop at the worst and a game winner when he jumps across and takes one for the team when he protects the Rotlung, or more celebrated creatures. Such as...
# 3 Exalted Angel
Wait a minute - that's not a cleric! However, this is a creature which can win you many games single-handedly. Clerics love to protect other more powerful creatures - and there are few better creatures around to protect than this little beauty. First and second turns, lay a few Bodyguards and Devoted Caretakers on the table and then third turn cast the Angel - and while she's morphed, she's protected from Shocks and Smother. Fourth turn, swing and proceed to benefit from eight-point life swings.
However having said all this, the Exalted Angel is not a cleric and probably two copies will be sufficient.
#4 Beloved Chaplain
This guy sure is a little beauty. He just loves chumping Psychatogs, Basking Rootwallas, Roar of the Wurm tokens, Goblin Piledrivers, and almost everything that is a problem bar Arrogant Wurm. But there are better ways to deal with the Arrogant One anyway. The Chaplain is also unblockable and combined with Shared Triumph can serve up his fair share of damage if required.
#5 Master Apothecary
This guy is slow but he's also critical to the deck. The casting cost sure hurts because it makes you play more white mana and less black - thus disallowing the ample use of Cabal Archon in the deck. Basically, he's the only way to deal with flying creatures bar Angel and Wrath - and with Wonders finding their way into the grave with such simplicity, there's just no point turning up with less than three, perhaps four, of these in your deck.
#6 Shared Triumph
A ripper of a tribal card. I love all cards that help you attack and defend and this is just awesome. This little beauty even pumps up your clerics for more Starlit Sanctum action. Just a quick tip: Save a Shared Triumph in your hand before you Wrath with lots of Clerics and a Rotlung in play and then after the Wrath, cast it, naming Zombies.
#7 Oversold Cemetery
This has so many uses in this deck that I would definitely run at least two, maybe even three maindeck. It helps you recover post-Wrath and it lets you do recursion tricks with Cabal Archon and Starlit Sanctum. Not to mention letting you use your Benevolent Bodyguards over and over again. A terrific choice if you can find them.
#8 Wrath of God
Last but not least, the old favorite: Wrath of God. Ah where would us White mages be without you? However old dogs can learn new tricks and this deck turns Wrath into an offensive weapon when combined with Rotlung Reanimator. You don't need me to tell you what happens when you Wrath with half a dozen clerics and couple of Rotlungs in play. It also combines beautifully with Oversold Cemetery. Four is an absolute must for the deck.
The Contenders
#1 Nova Cleric
What can hurt this deck really bad? Really really bad. Not Wrath of God. Not Mutilate. Not Starstorm or any kind of Red damage, all of which can be prevented. But boy oh boy, come game 2 against any deck playing any kind of black-producing land, you had better have some game plan against Engineered Plague. Also, many of the powerful decks around are powered by enchantments. Wake, Slide, and Opposition are just a few examples of decks that would be wrecked by a resolved and protected Nova Cleric. He's also a very nice one-drop.
#2 Cabal Archon
This would be a super inclusion - except for the three white required for Master Apothecary. Most cleric decks around have four copies of these as a kill condition, but with the mana distribution required to run the Masters, I only run two. That's a shame, though.
#3 Weathered Wayfarer
This guy can either be a card advantage machine or a 1/1 Cleric for 1. First turn Weathered Wayfarer can be awesome; almost always use it to fetch Plains so you can cast the Master, and then fetch swamp for when you have the Archon out. Another option, of course, is to fetch the cycling lands to draw cards.
#4 Devoted Caretaker
Not as good as the Bodyguard because it needs to be tapped and there is an activation cost - but worth some consideration. After all, he protects your lands, Shared Triumphs, and Oversold Cemeteries as well.
Not Too Bad, But Not Quite Good Enough
These were the clerics that although good, didn't quite make the cut.
#1 Doubtless One
A little costly at four mana - especially when the Exalted Angel can also come out on turn 3 and attack on turn 4. I know which one I would prefer. Also in a deck running four Wrath of Gods, this wouldn't have hung around long enough to do much damage.
#2 Ancestor's Prophet
Again, a little too costly and too situational. I like cards that are good by themselves - and this guy definitely isn't.
#3 Headhunter
Very nice if it swings early and there's nothing to block - but yet again, too situational. It becomes useless far too soon.
#4 Battlefield Medic
Now this is a tough cut because quite simply this is a pretty good card. However Master Apothecary gets the nod for damage prevention (despite his ridiculous casting cost) because the Medic can't do anything about Wonder and Glory; the Master most definitely can.
#5 Hallowed Healer
Not bad also since this deck achieves threshold quite easily, but both Master Apothecary and Battlefield Medic are better options.
The Lands
#1 Starlit Sanctum
Only one is needed here, because it can easily be fetched with Weathered Wayfarer.
#2 Secluded Steppe
The cycling lands help keep the land count down when you've got enough so the Wayfarers can thin the deck and allow you to draw a continuous stream of threats. These can also be fetched with the Wayfarer to draw cards.
#3 Barren Moor
Ditto.
#4 Swamp
#5 Plains
Note that I tried Grand Coliseum - but with the cycling lands already coming into play tapped, I found it to be too slow. City of Brass was okay, but too painful when playing Opposition decks. In the end, I added a fourth Wayfarer and that provided the best solution.
The Sideboard
#1 Smother
Just the fact that four Wraths aren't enough says a lot about the power of U/G madness.
#2 Coffin Purge
Takes care of Glory, Wonder, Roar etc.
#3 Prismatic Strands
Just some extra insurance against big Corrupts, Starstorms, Earthquakes, and other massive damage.
#4 Disenchant
Bring this in against Wake, Slide, Opposition or any black deck that might may be packing Engineered Plague.
#5 Oversold Cemetery
One extra for Wake and MBC matchups.
#6 Duress
Use this to force things through against control decks or to remove Haunting Echoes (which will definitely ruin your day).
The Deck
B/W Exalted Clerics
2 Exalted Angel
4 Rotlung Reanimator
4 Benevolent Bodyguard
4 Master Apothecary
4 Weathered Wayfarer
4 Beloved Chaplain
3 Nova Cleric
2 Cabal Archon
2 Devoted Caretaker
2 Oversold Cemetery
4 Shared Triumph
4 Wrath of God
1 Starlit Sanctum
2 Secluded Steppe
2 Barren Moor
10 Plains
5 Swamp
Sideboard:
4 Smother
1 Oversold Cemetery
2 Coffin Purge
2 Prismatic Strands
2 Disenchant
4 Duress
The Matchups
#1 Vs. U/G Madness
Game one is tough but manageable thanks to four Wraths; the problem is forcing them through the Circular Logics. Master Apothecary is the key in preventing flying damage once Wonder hits the yard - but there is no way it is enough if you don't get a Wrath through. If they can't find Wonder early, then they'll be in trouble, since the Chaplain blocks all day while you find more Clerics and the Rotlung. In Game 2 side in Smother and Coffin Purge.
#2 Vs W/G Madness Beats
Tough as always - but easier than U/G madness because of the lack of countermagic. However, in the few versions which run Elephant Guide, the post-Wrath board is not so pretty. If possible, try to blow up a Nova Cleric before the Wrath. Master Apothecary handles Glory very nicely until you can find the Wrath.
#3 Mono Black Control
I love this matchup. Chainer's Edicts and Innocent Bloods often make my Clerics come back as bigger Zombies. I'm always tempted to name Zombies on Shared Triumph in this match. Once Oversold hits play and you've sided in a couple of Prismatic Strands, this match up is an absolute walkover; just watch out for Mind Sludge and Haunting Echoes. In Game 2, take out the Wraths and Nova Clerics bringing in Prismatic Strands and Disenchants for the Mirari, as well as Duress for Haunting Echoes.
#4 Wake
Nova Cleric settles the argument very quickly once it resolves and starts coming back via the Cemetery. Cunning Wake has the ability to set up endless Fogs - but that doesn't matter when Starlit Sanctum keeps pinging them. Another very favorable matchup.
#5 Opposition
Wrath their little critters away, then blow up Opposition with Nova Cleric; again, this is not a difficult game. If they try to tap out your clerics before their attack, just tap them in response using the Master to prevent damage. Then at the end of the turn, ping them with the Archon or the Sanctum. Side in Disenchant and Duress.
#6 Sligh
Once the Angel starts gaining you life, the game is over. Wrath is also pretty funny here.
#7 Tog
A tough match-up to be sure, since the deck cannot handle Upheaval too well. In game 2, always side in Duress to force things through (Angel and a few Shared Triumphs end things quite quickly) - or even better, pick off the Upheaval.
Well, congratulations if you made it to the end! I had a lot to say about this deck because I like it a lot. I've tested a lot at my local Magic card shop and will definitely play it at the next type II tournament. Meanwhile, may you forever Boomerang a Phantom Nishoba the turn after it has been Reanimated.
-Reuben Won
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