A few years back I had a casual 60-card cleric deck that I played in 4+ person free-for-alls. It was fairly group-hug using cards like Battletide Alchemist and Ghosts of the innocent to keep people alive, while using Soul sisters to keep my life nice and high. It didn't really have an actual win condition, but it was still really fun and in most cases I came in second or third. It had the tendency to make people attack for outlandish amounts just to connect for meager amounts of damage.
This an EDH/Commander version of that deck, but this time the clerics have a god to represent them. Granted, this deck is going to be far less group-hug as I can't run 4 of's Battletide Alchemist and Ghosts of the Innocent, so it will be considerably more competitive than the 60-car version. I'm trying to keep it to a Churchy/religious sort of theme without anchoring it to any specific religion(though i'd end up basing it on the Greek gods cause Theros seems like a very Greek mythology sort of block). I'm trying to keep that sort of thing as neutral as possible.
I'm trying to keep this deck as casual as possible while still attempting at being able to play in fairly competitive groups. It will appear like a fairly competitive deck that's running some pretty jank cards, but that's for the churchy/religious flavor. There are also many cards that I wanted to fit into the deck because of their flavor, but I'll go through those later. Anyway, on to the decklist.
Seal of Cleansing - A decent amount of religions have some sort of ritual or something to cleans a person's soul of wrong doing, evil spirits, etc.
Karma - Every religion has some sort of semblance of Karma.
Cards that had really nice flavor for the deck but just didn't make the cut.
Quest for the Holy Relic - This is amazing flavor. Every religion I've looked into has some sort of relics mentioned in their texts and there's always people searching for those relics. Amazing flavor, but I've only got one equipment.
Sol Grail - Mostly a reference to Christianity and the Holy Grail. Didn't make the cut cause it's worse than Darksteel Ingot and that didn't make the cut.
Rebuff the Wicked - Too specific. It's not a bad card by any means, but most of the time i'll want to kill someone else's stuff rather than protect my one thing once.
Now, before I go any further, I'm just going to say that there won't be a list of off-theme cards that didn't make the cut. The list would be longer than the actual decklist. There are a lot of amazing cards that just didn't make the cut solely because this is a tribal deck, let alone me trying to make flavor in this deck. Many cards that aren't on flavor are just cards that work really well for the other cards that make up the theme of the deck. Now that that is over, let's continue.
Cards that I want/need for the deck, not that they would guarantee make the cut anyway.
Heliod, God of the Sun - Yeah, I don't actually own a copy. I'm proxying him at the moment, but he'll be the only thing I proxy.
Academy Rector - I know that I had one, but I can't seem to find it and that scares me a bit. For all I know, It's in a deck that I haven't archived yet.
Starfield of Nyx - It's where the gods live... kind of. Either way, it's just really good.
Silent Sentinel - Not much flavor on this, but I do run enough enchantments to be worth it.
Spear of Heliod - It's his spear. It's ability is a bit lack luster but with the Anthem ability, the tap ability is pure gravy.
Spirit of the Labyrinth - Again, not really on theme, but really nice to keep me from falling too far behind with white's lack of draw.
Tethmos High Priest - I like everything about this card, except the fact that it's the Heroic mechanic. It's still really good and I've got a few cards that didn't make the cut that would see a reevaluation, but I hate Heroic. Just putting that out there.
That's probably not all but that's all I can think of.
I think that about covers everything. Of course, I really like Heliod as a legendary, so I might keep him for a while even if the deck doesn't stay as a cleric tribal. Depending on the direction of my playgroup, It might not stay this way long. My original 60-card worked very well, but only because everyone was using aggro as a win condition, even the control decks. The second I played that against any deck that went for infinite mana into an X spell, or just a lot of mass removal, its entire game plan just didn't do anything.
So, My original Heliod deck, the cleric tribal in the above spoiler tag, just didn't work. A single wrath and i'm stuck playing catch up. That and all it took was an infinite combo to just ruin me anyway. It just doesn't work in a meta that uses a lot of infinites or even just a decent amount of control. In light of that, I decided to rebuild and go with an enchantment/creature/artifact/mishmash/control deck. It works far better than the cleric tribal and is far more resilient.
My main issue right now, other than needing to obtain more cards from newer blocks/sets, is that Heliod turns off Order of Whiteclay's ability as I have no other way of tapping it other than attacking. Order of Whiteclay puts in some surprisingly good work, so I don't want to drop it. I'm tempted to add a few stupid things like Springleaf Drum, which would be mana ramp, but I don't know of more than a couple of cheap artifacts or enchants that let me tap creatures for something worth using. I'd also like to add that my list of cards I want/need for the deck is still under that spoiler, if for some reason people want to look or see why I want/need them.
Anyway, Thanks for viewing and feel free to leave suggestions.