This is a infinite combo deck that is focused around the Inspired mechanic. For those unfamiliar with this mechanic it is a trigger that occurs whenever a keyworded card becomes untapped. For example; Servant of Tymaret has the Inspired keyword. So whenever the servant becomes untapped, each opponent loses 1 life and you gain life equal to what was lost this way. The big combination in this deck is using Freed from the Real + Paradise Mantle on any of your inspired creatures to either go infinite with whatever their inspired ability is or to wreck their game with the Daring Thief or King Macar, the Gold-Cursed.

I wanted a larger focus on this mechanic and as a result have no creatures without the Inspired ability. Then I added a small control package. Instead of a lot of draw sources I went with an Inspired-based tutor ability to dig for cards I need. I also added a synergy set of cards to help with control during a game. Basically the Daring Thief will destroy your enemy's strategy by stealing key cards. Then this is improved by adding Liquimetal Coating to the deck. This card works with the thief because you can now exchange the Gold Tokens you get from King Macar for anything you can target with the coating. The body of the deck revolves around all of the combinations in it to win. The deck breakdown is as follows:

The Creatures:

Remember, adding Freed from the Real + Paradise Mantle to any creature card in this deck will let you go infinite with their Inspired ability. And the way this works is you enchant the creature with the aura then equip it with the mantle. Then when you tap the equipped creature to get mana of any color you can then immediately spend it on Freed from the Real's untap activation. This causes an Inspired trigger and can be repeatedly an infinite amount of times.

Daring Thief: This card lets you exchange control of any nonland permanent you control with any permanent your opponent controls that shares a type with it. So the idea is to target your own Gold Tokens and then target one of their cards you like. Then you respond to that with Liquimetal Coating to make their permanent an artifact. What is important to note here is that you must target a nonland permanent you control. But your opponent's permanent can be of any type including land as long as it shares a type with your own permanent. So you can take all of their land in exchange for Gold Tokens.
Disciple of Deceit: In essence, this adds transmute to everything in your hand. This combination will let you tutor up other pieces out of your library to help get you the win. Even though you can do it as many times as you like, your hand size will limit the number of activations you can produce. And you are discarding the cards you select so be sure to not need whatever you are pitching to the Inspired trigger. A nice, repeatable tutor ability even without the enchantment and equipment as long as you can tap the Disciple of Deceit in some way.
King Macar, the Gold-Cursed: The centerpiece of the deck. This will not necessarily win you the game when it resolves but it destroys any creature-based strategy. King Macar, the Gold-Cursed has an Inspired ability full of win. When he untaps, you may exile a target creature. And if you do, you get a artifact token you can sac for 1 mana of any color. Pretty strong and you can abuse it by adding Liquimetal Coating and Daring Thief to the mix. Once you exile a creature and get your token, you can make another permanent of an opponent's an artifact with Liquimetal Coating and then exchange control of it for one of your Gold Tokens.
Servant of Tymaret: it's Inspired ability lets you drain your opponents for a life point and then you gain life equal to the total drained. If you combine this with the aura/equipment combo you can do this as many times as you like and it does not target anything you will most likely win at this point. The servant even has built-in protection via it's regeneration ability which is just gravy.
Siren of the Silent Song: Another win condition combination by replacing the Servant of Tymaret with Siren of the Silent Song in the combination. Operates the same way as the first combination except instead of draining your opponents of life you are disrupting their hands and milling their library away 1 card at a time. For only 3 mana this card forces discard and mills all at the same time. Without the infinite combo this would still be a strong play in many decks.

The Other Spells:

Freed from the Real: Of course this is the main card you use to untap your Inspired creatures. Bear in mind it works fine without the Paradise Mantle but is limited to how much mana you have to spend. Also, you can always do something as mundane as just attack with your creatures if you have cleared your foe's field already. Finally, you can always play it on an enemy creature as a form of control by keeping it out of combat.
Anticipate: Helps dig into your library for more fuel if you stall a little.
Far / Away: This is a double duty card to protect your life total or stops a creature-based game plan of your opponent.
Negate: This is in the deck to counter threats to your win conditions or to stop your opponent's win conditions.
Liquimetal Coating: One half of the little engine in the deck with Daring Thief. You can target any permanent to add the artifact type to it until end of turn. Then swap control of any artifact you possess like the Gold Tokens with your Daring Thief. This can just ruin any plan your opponents have of beating you. And you do not even need to go infinite with it to win. Sometimes your enemy's deck may only have 1 card in play that they need to win. Take that and the tempo loss alone can carry you to the finish line.
Paradise Mantle: The mantle is your main way to tap your Inspired cards. Land it on any creature you have to shortly spell doom for your opponent. It will let you get one Inspired activation a turn even without the Freed from the Real aura. With the aura, it becomes an infinite combination. And it does give you mana to spend on spells you have if you need to while setting up your Inspired triggers.

The Lands:

Dimir Guildgate: Just helps mana fix so you can play all your multicolored goodies.
Dismal Backwater: Does the same as the guildgate but gains you a life when it comes into play.
Temple of Deceit: Fixes your mana and lets you scry 1. Nice to help set up your draws along with the big pushes from Anticipate or the transmute tricks of your Disciple of Deceit. And where else would all of your Disciple of Deceits hang out if not inside your Temple of Deceits?
Islands and Swamps round out the mana base and fuel your spells.

That is it for the deck. Please feel free to post any comments or suggestions here.

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Revision 1 See all

(8 years ago)

+2 Anticipate main
-1 Treasure Cruise main
Date added 8 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

11 - 0 Rares

15 - 0 Uncommons

18 - 0 Commons

Cards 60
Avg. CMC 2.64
Tokens Gold
Folders My Decks, Modern Decks, Try These, macar 2, Magic Marc Cards
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