- 1 Nibble 4 A Plant gets -1/-1. Heal your Hero for 2.
- 1 Teleport 4 You may play a Zombie when it's time for Tricks this turn. Draw a card.
- 2 Beam Me Up 3 Make a 2/3 Space Cadet Zombie.
- 2 Haunting Zombie 3 When destroyed: Gain a Haunting Ghost.
- 2 Lurch for Lunch 2 A Zombie does a Bonus Attack.
- 2 Pied Piper 2 Gravestone When revealed: A Plant gets -1/-1.
- 2 Squirrel Herder 1 Gravestone When revealed: Destroy one of their Nuts or Berries.
- 3 Fun-Dead Raiser 1 Draw two cards.
- 3 Gentleman Zombie 1 Gravestone Start of Zombie Tricks: You get +2 Brains this turn.
- 3 Rocket Science 3 Destroy a Plant that has 4 Strength or more.
- 3 Vitamin Z 2 A Zombie gets +3/+3.
- 5 Locust Swarm 3 Destroy a Plant.
- 5 Shieldcrusher Viking 1 Bullseye When this hurts the Plant Hero, empty their Block Meter.
- 5 Smashing Gargantuar 2 All Gargantuars have Frenzy.
- 6 Deep Sea Gargantuar 2 Amphibious
- 6 Hail-a-Copter 1 Make a 6/5 Copter Commando Imp.
- 6 Maniacal Laugh 1 A Zombie gets +5/+5 and Frenzy.
- 7 Nurse Gargantuar 1 When this does damage, heal your Hero for that much.
- 8 Octo Zombie 1 Amphibious, Frenzy When destroyed: Bounce this Octo Zombie.
- 9 Zombot 1000 2 When played: Destroy all Plants.
This deck focuses on controlling in the early game with tricks and cards like pied piper or squirrel herder. You can use Haunted-Zombies as extra cards to waste your opponent’s cards.
You can bring Teleports to play powerful cards like Shieldcrusher, Octo-Z, Gargs and Zombot 1000 to crush your opponent. You can use Nurse Garg to stay alive and boost with Maniacal Laugh to make your health full.