- 1 Black Hole 1 Plants here get -1 Attack. When a Plant is played, move it here.
- 1 Escape through Time 1 A Zombie can't be hurt this turn. Conjure a History card.
- 1 Interdimensional Zombie 4 When you play a Science card, this transforms into a Zombie that costs 3 Brains.
- 1 Rolling Stone 2 Destroy a Plant with 2 Strength or less.
- 1 Teleport 4 You may play a Zombie when it's time for Tricks this turn. Draw a card.
- 2 Beam Me Up 4 Make a 2/3 Space Cadet Zombie.
- 2 Cryo-Brain 2 You get +1 Brain for the rest of the game.
- 3 Fun-Dead Raiser 2 Draw two cards.
- 3 Landscaper 4 Gravestone When revealed: A Plant gets -2 Strength.
- 3 Rocket Science 3 Destroy a Plant that has 4 Strength or more.
- 3 Weed Spray 3 Destroy each Plant with 2 Strength or less.
- 4 Mad Chemist 1 Gravestone When you play your first Trick each turn, Conjure a Trick.
- 4 Triplication 1 Conjure an Imp, a Zombie, and a Gargantuar.
- 5 Shieldcrusher Viking 1 Bullseye When this hurts the Plant Hero, empty their Block Meter.
- 6 Undying Pharaoh 3 Your Hero's Health can't go below 1.
- 10 Trickster 4 While in your hand: This costs 1 Brain less when you play a Trick. When played: This does a Bonus Attack.
This is the ultimate late-game control deck! Get control early with Beam Me Up, Landscaper, and Weed Spray. Draw extra cards to pull ahead. Shut the door on Plants with tons of Undying Pharaohs to stay alive. Cheap Tricksters seal the deal.