The plan for this deck is to spend the early game building up resources faster than your opponent, while stripping their hand. For ramping resources there's Contriving Engineers, Senior and Junior Research Assistants, and Wanton Wizards. Then once you've got a lead in resources, play a Spastic Tentacles and start bouncing it and replaying it as many times as possible. Eventually your opponent will run out of resources in play. A Ritual of the Shattering Teeth should take out any resources in their hand, and after that you should win the game with ease. Most of the deck is devoted to getting the Tentacles recursion going, with loads of bounce effects and Postmortem Debenture in case the Tentacles get killed. The Makeshift Contrivances are there to ensure that you stay ahead once things start getting Spastic. I wasn't sure about the Moist Cave of the Darkpump, but there is often one resource left over in this deck (Assistant and Wanton Wizard leave you with 1 open), so it helps out a lot.
SPASTIC CONTRIVANCE
4 Spastic Tentacles
4 Contriving Engineer
4 Senior Research Assistant
3 Research Assistant
3 Wanton Wizard
4 Quotidian Ejector
4 Lingamite Torture Monk
2 Violating Anomaly
2 Makeshift Contrivance
4 Quotidian Assassination
4 Forget
3 Remember
4 Ritual of the Shattering Teeth
4 Stolen Inspiration
4 12 Man Brunch of Doom
2 Voidal Interference
4 Postmortem Debenture
1 Greed (Starting)
3 Obsession (1 starting)
4 Neurosis
3 Arrogance
5 Elitism
F Moist Cave of the Darkpump
Thoughts? Comments? Suggestions?
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STE points:
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It's now working a lot better than before. LL is often my preferred card to recur with Remember. I've cut the number of Wanton Wizards because they don't help accelerate early. They would be better if I could fit in some turn-0 plays or 0-drop first-turn tactics. I found that I was mainly using them like Rummaging Millipedes, returning LL from my discard pile to my resource pile, then using Spastic Tentacles to return it to my hand.
I don't think it needs a beefy kill-condition, since if the deck works there's virtually nothing the opponent can do to stop you trampling over with weenies, and if the deck doesn't work there's nothing you can do, period. 