- 1 Bungee Plumber 4 Do 2 damage.
- 1 Teleport 4 You may play a Zombie when it's time for Tricks this turn. Draw a card.
- 2 Barrel of Deadbeards 4 When destroyed: Do 1 damage to all Plants and Zombies, then make an 4/3 Captain Deadbeard here.
- 2 Beam Me Up 4 Make a 2/3 Space Cadet Zombie.
- 2 Lurch for Lunch 3 A Zombie does a Bonus Attack.
- 3 Fireworks Zombie 3 When played: Do 1 damage to all other Plants and Zombies
- 3 Fun-Dead Raiser 1 Draw two cards.
- 3 Rocket Science 4 Destroy a Plant that has 4 Strength or more.
- 3 Zombot's Wrath 4 Do 3 damage. If there is a Zombie in every lane, this does double damage.
- 5 Shieldcrusher Viking 2 Bullseye When this hurts the Plant Hero, empty their Block Meter.
- 6 Hail-a-Copter 3 Make a 6/5 Copter Commando Imp.
- 10 Trickster 4 While in your hand: This costs 1 Brain less when you play a Trick. When played: This does a Bonus Attack.
Super OP, bring its player fast victories and and dummy-proof. Given the ability of playing zombies right before the combat and the tricksters’ awesome “when played” effect, Trickster Professor Brainstorm is one of the most powerful and user-friendly deck in the current meta, if not the most powerful and user-friendly.
My IGN is 谈笑风生, am currently dancing around in the UL with 683 stars in my pocket and this time I would like to share a couple of thoughts about my trickster professor deck which I have great confidence about.
I have been using this deck for about a month now and had a win rate of 82.00% among 200 match-ups (I’ll talk about the win rate thing later. If you are curious about the detailed result, swipe down for the “statistics” part).
2.Why Professor Brainstorm?
Immortica has NibbleA Plant gets -1/-1. Heal your Hero for 2. and Vitamin ZA Zombie gets +3/+3. to assist Paparazzi ZombieThis gets +1/+1 when you play a Trick. while boosting the tricksters in hand and have access to the great TeleportYou may play a Zombie when it's time for Tricks this turn. Draw a card. Zombot 1000When played: Destroy all Plants. combo; Rustbolt can wipe the board with Rolling StoneDestroy a Plant with 2 Strength or less. and Weed SprayDestroy each Plant with 2 Strength or less. while having great healing power; and Super Brainz can go lethal with Mixed-Up GravediggerWhen played: Each Zombie hides in a Gravestone. Mix them up randomly. and teleporting Zombot Plank WalkerAmphibious, Strikethrough - When played: Make two other random Pirates in random lanes.. However, our professor have enough damage-dealing tricks to survive and they are super flexible. Professor also has (probably) the best hero superpower in the entire game. When all these add up, we can come to the conclusion that professor can be called a real master of TricksterWhile in your hand: This costs 1 Brain less when you play a Trick. When played: This does a Bonus Attack..
3.In-depth Guide for each cardEurekaConjure any three cards.
This card gives us three draws, boost the tricksters in our hands, and opens up possibilities for various weird combos by giving us cards like Mixed-Up GravediggerWhen played: Each Zombie hides in a Gravestone. Mix them up randomly., Zombot Plank WalkerAmphibious, Strikethrough - When played: Make two other random Pirates in random lanes. or Zombot 1000When played: Destroy all Plants.. You may want to save it until you have trickster(s) in hand already.TelepathyDraw two cards.
Simple but effective. The only super-rare hero superpower that worths 3 brains. Use it as soon as possible to draw more TricksterWhile in your hand: This costs 1 Brain less when you play a Trick. When played: This does a Bonus Attack. as soon as possible.ElectroboltDo 3 damage to a Plant.
Needless to explain more. Dealing 3 damage with 1 brain is just awesome.SummoningMake a random Zombie that costs 2 Brains.
Just treat it as a card that deals 1-2 damage with 1 brain. Sometimes gives us little surprises.Bungee PlumberDo 2 damage.
A really nice card that allows the professor to distribute damage flexibly. Can go face as well.TeleportYou may play a Zombie when it's time for Tricks this turn. Draw a card.
It doesn’t “feels like cheating”, it IS cheating. This card not only gives brainy heroes access to deploy forces after the plant heroes had finished their turn, but also linked your trick phase and your next zombie phase together as a single turn, where plant heroes can barely interrupt what you do. For example, I can teleport a Shieldcrusher VikingBullseye When this hurts the Plant Hero, empty their Block Meter. and play a TricksterWhile in your hand: This costs 1 Brain less when you play a Trick. When played: This does a Bonus Attack. immediately in the next turn before the plant hero could react. In this case if the plant hero has 11 hp or less then it is another sweet victory. It also gives us card draw and reduces the cost of the TricksterWhile in your hand: This costs 1 Brain less when you play a Trick. When played: This does a Bonus Attack..Barrel of DeadbeardsWhen destroyed: Do 1 damage to all Plants and Zombies, then make an 4/3 Captain Deadbeard here.
A decent 4/3 body, 1 explosion damage to the field and has 2 lifes. All these only costs you 2 brains. Can be used to block lanes against aggro heroes like CC or GK, and can be manually triggered by Fireworks ZombieWhen played: Do 1 damage to all other Plants and Zombies to deal 2 AOE damage. It is just the best 2-drop zombie in the entire game. Can be played onto the field against any hero except Guardian opponents whom you think might be running a Mirror-NutTeam-Up - When your Nuts gets hurt, do 2 damage to the Zombie Hero. deck.Beam Me UpMake a 2/3 Space Cadet Zombie.
Basically just another version of Bungee PlumberDo 2 damage.: deal 2 damage with 2 brains. However this trick gives you a 2/3 zombie instead of dealing direct damage, so can be used as a counter against Jugger-NutArmored 1, Bullseye. Mulligan against MG heroes as they have 4 Black-Eyed PeaThis gets +1/+1 when a Zombie Trick is played. in their deck.Lurch for LunchA Zombie does a Bonus Attack.
Sometimes this card can be used to deliver the finishing blow, but most of the time it is used to clear lanes or troublesome plants, as well as decreasing the cost of tricksters. Don’t be too greedy with this card. Use it while you still can before it clogs up your hand. Mulligan for another card in the beginning of the game.Fireworks ZombieWhen played: Do 1 damage to all other Plants and Zombies
Mainly acts as a trigger to Barrel of DeadbeardsWhen destroyed: Do 1 damage to all Plants and Zombies, then make an 4/3 Captain Deadbeard here. during the zombie phase, sometimes clear the board with multiple copies, teleported to deal 4 damage to a plant or to trigger Barrel of DeadbeardsWhen destroyed: Do 1 damage to all Plants and Zombies, then make an 4/3 Captain Deadbeard here. during the trick phase. 4barrel+3 fireworks is a good balancing point.Fun-Dead RaiserDraw two cards.
More card draw and decreases the cost of the trickster. Do no more than 2 copies of it since sometimes (especially against aggro heroes) you will not have 3 brains to spare.Rocket ScienceDestroy a Plant that has 4 Strength or more.
There is a reason for me to run 4 rockets instead of just 3. 4 rockets is a standard configuration for most brainy decks who wish to compete in the ultimate league. It barely stuck in hand for a long time since most decks has some behemoths that falls into our rockets’ range. On the other hand, it is better to have rockets clogging up in the hand rather than being harassed by a Doubled MintStart of Turn: Double this Plant's Strength and Health. that went out of control, a Soul PatchArmored 1 - If your Hero would get hurt, this gets hurt instead. that gives opponent hero a great health boost, a turn 5 Sergeant StrongberryWhen another Berry does damage, do 2 extra damage., or a 5/5 Jugger-NutArmored 1, Bullseye boosted by GK. In other words, always spare 3 brains for the rocket because you never know what your opponent is trying to come up with. Try mulligan for one against MG heroes.Zombot's WrathDo 3 damage. If there is a Zombie in every lane, this does double damage.
Before we dive into this card and the reason why I am using 4 in this deck, take a look at what a 3-damage trick can take down:
- Jugger-NutArmored 1, Bullseye
- GuacodileAmphibious - When destroyed: Do 4 damage to a Zombie here.
- Sergeant StrongberryWhen another Berry does damage, do 2 extra damage.
- PinecloneWhen played: Transform all Plants into 3/3 Pineclones.
- Black-Eyed PeaThis gets +1/+1 when a Zombie Trick is played.
- Bananasaurus RexDouble Strike When you draw a card: This gets +1/+1 . (Yes, that’s right. 4 zombots and 4 rockets provide perfect defense against b-rex)
- Re-Peat MossWhen you play a Trick, this does a Bonus Attack.
- MayflowerAmphibious When this hurts the Zombie Hero, Conjure a Corn, Squash, or Bean.
- SportacusWhen a Zombie Trick is played, do 2 damage to the Zombie Hero. (And you don’t even take damage because it’s an instant kill)
- Plant heroes with 3 health or less
It is certain that we need to run 4 in this deck to survive against these threats. You can replace the fourth one with either CakesplosionDo 4 damage to a Plant. or The ChickeningDo 2 damage to each Plant. if you like, depending on the current meta.Shieldcrusher VikingBullseye When this hurts the Plant Hero, empty their Block Meter.
Sometimes carrys the game all by himself when we don’t have the copter or trickster. The only card that deals damage to both the plant heroes and their shield at the same time. 6 brains for 5 damage, 8 brains for 10 and after that the opponent are wide open for your tricksters and copters. In most of the time a successfully teleported viking means the opponent will not be having their next turn.Hail-a-CopterMake a 6/5 Copter Commando Imp.
Similar to Beam Me UpMake a 2/3 Space Cadet Zombie., you are dealing 6 damage with 6 brains. Compared to SizzleDo 5 Damage to a Zombie., this damage can directly go face and can be doubled by L4L. Can also be used to clear plants with high health and an attack power lower than 4, such as Electric BlueberryAfter combat here: Do 6 damage to a random Zombie or the Zombie Hero. and Power FlowerStrikethrough Start of turn: Heal your Hero for 1 for each Flower. when necessary.TricksterWhile in your hand: This costs 1 Brain less when you play a Trick. When played: This does a Bonus Attack.
The absolute protagonist of the deck, once nerfed from 7/7 but still powerful. Deals 6 damage when played means if you teleport this thing in it is 12 damage in total, or 18 damage with L4L. Such great amount of damage output and the ability to connect trick phase and zombie phase definitely made brainy the most reliable class among the five. On the other hand, great damage output means precise control of the block meter, so always try to clear a path for it with Shieldcrusher VikingBullseye When this hurts the Plant Hero, empty their Block Meter. and do not try your luck when the opponent have 5 blocks unless the circumstance is dire.
3½. Basic dummy-proof rules of thumb against every class
(Hey! Wake up! Time to take notes!)
- Against kabloom: Watch your health pool, as kabloom heroes can deal up to 10 face damage using Dandy Lion KingWhen played: Damage the Zombie Hero for half their Health. and can end a game with a face Berry BlastDo 3 damage..
- Against mega-grow: Save every gravestone you get from EurekaConjure any three cards. and use them to counter huge threats (except GK, of course), combine them with teleport when necessary. When health is low, try stuff every lane with something to prevent being killed by a bonus attack (especially against GK and CC). Also, clear the board, or at least front every plant with something before plant hero’s turn 8 to avoid a Coup de grâce by Espresso FiestaA Plant does three Bonus Attacks..
- Against solar: Try to avoid dealing face damage too early. No damage output = no taco. Save up your tricksters/teleport/viking/copter for a OTK.
- Against guardian: Put everything you have on ground lanes before plant hero’s turn 10 to avoid being crushed by Wall-Nut BowlingMake a 6 Health Wall-Nut with Team-Up in each Ground lane. Attack for 6 damage in those lanes. (except GK, where players are unlikely to have a turn 10).
- Against Smarty: One BrainanaAmphibious. When played: The Zombie Hero loses their Brains. isn’t the end of the world, but if plant hero recycles it with a Rescue RadishWhen played: Bounce another Plant. then you are in some serious trouble. That being said, kill every brainana when possible.
As I mentioned above, I recorded 200 matchups since around UL 200☆ and got 164 wins and 36 losses, a 82.00% overall win rate (Given the fact that I have really TERRIBLE skills, when being used by normal people the average WR can go as high as 85% and when being used by a genius, probably 90%). The average level of these opponents is 42.15 and the median is 42. The order of the following is based on the frequency of encounters in the 200 match-ups.
Against Solar flare (W48-L5, 90.57% WR)
It is just the easiest pray for this deck (in fact, the reason I am playing professor is just because I get beaten a lot during the level 40-50 with control SF). Also, over a quarter of the population in the ranked match are using SF (53 out of 200, 26.5% in percentage), which made trickster professor deck one of the best decks in the current meta. There are almost nothing to worry about when facing SF. Mushroom SF can be easily crushed with the deadbeard and fireworks combo and control SF has no defense against teleports and copters. When playing against SF, try mulligan for a copter as a counter to Electric BlueberryAfter combat here: Do 6 damage to a random Zombie or the Zombie Hero..
Against Grass Knuckles (W20-L2, 90.91% WR)
In most of the time you will win against GK, but most of those victories can be really painful. GK has 2 strongest plant 2-drops: Jugger-NutArmored 1, Bullseye and Black-Eyed PeaThis gets +1/+1 when a Zombie Trick is played.. GK can also boost Sting BeanAmphibious, Bullseye with Grow-ShroomWhen played: Another Plant gets +2/+2. and start our death countdown. GK also has Power PummelAttack for 2 damage in each Ground lane. that reduces our max health to 14 and bonus attacks to to go lethal. Our advantage is we don’t have gravestones, which makes all 4 copies of Grave BusterDestroy a Gravestone. end up clogging his own hand. Just try your best to survive the aggro period with deadbeards, don’t get too scared by boosted bullseye plants and try to make a comeback with teleport when the time is right.
Against Rose (W17-L5, 77.27%WR)
The number three archrival of professor. Solar providing heal while BrainanaAmphibious. When played: The Zombie Hero loses their Brains. could sabotage our entire plan. The worse case scenario is that the rose is running a silence brainana deck which could ruin a professor’s day (luckily such decks does not appear in ranked frequently). Rose also has some annoying 3-attack flowers. But besides all this, Rose isn’t a big deal. As long as we don’t put zombies on the board, freeze combos cannot work and we can safely prepare for an all-out attack and finish her off in one turn. When facing rose, mulligan all rockets and beam me up as they won’t be of too much use.
Against Green Shadow (W15-L6, 71.43% WR)
The number two archrival of professor. have effective aggro power and have access to bonus attacks and BrainanaAmphibious. When played: The Zombie Hero loses their Brains.. SImilar to GK, GS forces us to fight with 15 max health instead of 20. Another lethal combo is to boost a ThreepeaterAttacks here and next door. with Grow-ShroomWhen played: Another Plant gets +2/+2. (I know this sounds stupid but it is really powerful against professor. A buffed 3/7 threepeater is almost an auto-lost). There really isn’t much stuff to say about GS, just use your regular plan and eliminate every could-be threat. If you get any tombstones from EurekaConjure any three cards., use it wisely since GS can’t do a thing about gravestones.
Against Wall Knight (W15-L4, 78.95% WR)
In fact WK is supposed to be our toughest opponent because WK have heal, can stall till the very end, havs thousands of low-attack high-health plants, and is the best hero to run a Mirror-NutTeam-Up - When your Nuts gets hurt, do 2 damage to the Zombie Hero. deck. Even though there are not many plant players are running Mirror-NutTeam-Up - When your Nuts gets hurt, do 2 damage to the Zombie Hero. decks, these decks are the best solution to the trickster professor deck (and professor decks in general). Other than that, WK is just a average hero with more health than his colleagues.
Against Captain Combustible (W14-L4, 77.78% WR)
CC is as weak as SF. I lost too much because I have terrible skills and always forget to clog up the lanes and get killed by Plant FoodA Plant gets +1/+1 then does a Bonus Attack.. It isn’t this deck’s fault, really. 🙁
Against Chompzilla (W15-L1, 93.75% WR)
An aggregation of the flaws of mega-grow and solar. Defeating any kind of Chompzilla won’t be a hard task. Just watch out for strikethrough Espresso FiestaA Plant does three Bonus Attacks. and basically you are fine.
Against Spudow (W8-L3, 72.73 WR)
Despite the low win rate, I’m sure professor is able to fight spudow, who is only good at pineclone aggro. There are just too less people playing spudow and I can’t do a thing about the sample size 🙁
Against Citron (W5-L5, 50.00%WR)
The worst nightmare for professor. Citron just have everything that professor fears: Jugger-NutArmored 1, Bullseye, MayflowerAmphibious When this hurts the Zombie Hero, Conjure a Corn, Squash, or Bean., SportacusWhen a Zombie Trick is played, do 2 damage to the Zombie Hero., BrainanaAmphibious. When played: The Zombie Hero loses their Brains., Mirror-NutTeam-Up - When your Nuts gets hurt, do 2 damage to the Zombie Hero., SpineappleWhen played: Plants with no Strength get +2 Strength., Water ChestnutAmphibious, Team-Up, Wall-Nut BowlingMake a 6 Health Wall-Nut with Team-Up in each Ground lane. Attack for 6 damage in those lanes. and so on and so on. A Citron is already hard to crack by all means, and if that’s an aggro Citron (pretty rare) , the professor stands no chance. Thank god that Citron doesn’t have heal and is hard to survive against other heroes (especially hearty ones) and only makes up 5% of the sample size. But hey, everything gotta have some sort of weak point, doesn’t it? (You gotta believe in the heart of the cards!)
Against Nightcap (W7-L1, 87.50% WR)
There is a reason people don’t like to use nightcap: it is just too weak (kinda like the Z-mech’s reputation among the zombie heroes). Take care of the SportacusWhen a Zombie Trick is played, do 2 damage to the Zombie Hero. and BrainanaAmphibious. When played: The Zombie Hero loses their Brains. and everything will come out smoothly.
This is my first deck shared on this site and I can’t promise that this guide is flawless. Therefore, feel free to comment on anything that I said wrong or somewhere you don’t understand (since I’m not a native speaker there might be some grammar/spelling issues as well. I’m sorry QAQ). I wish everyone could enjoy your victories (of course based on other players’ wails) and have a wonderful day.
(P.S: I didn’t buy the Leprechaun ImpWhen played: Shuffle two Pots of Gold (1 Brain, Draw three cards.) into your deck. and I don’t like it either. But please feel free to share your thoughts about this card if you have been playing a trickster deck with this card in!)
(P.S. #2: Feel tired using professor or cannot afford 4 deadbeards? Check out my trickster rustbolt in-depth guide now!)