Dr. Spacetime is a galactic super-rare zombie card in Plants vs. Zombies Heroes and a member of the Sneaky class. He costs 2 to play and has 1/5. He does not have any traits, and his ability reduces the cost of all Conjured zombie cards by 1 and Conjure a random zombie card from the Galactic Gardens set every time he does damage to the plant hero. This ability stacks with each Dr. Spacetime on the field and persists until all Dr. Spacetimes are removed from the field. His closest plant counterpart is Captain Cucumber.
The scarf hanging on the left (right from the player's view) wardrobe door may be a reference to the Fourth Doctor from the aforementioned series, who wears a scarf. He also wears a bow tie, a staple of the Second and Eleventh Doctors' respective outfits.
- Class: Sneaky
- Tribes: Science History Zombie
- Traits: None
- Abilities: Cards you Conjure cost 1 less. When this hurts the Plant Hero, Conjure a Galactic Gardens card.
- Set - Rarity: Galactic - Super-Rare
He insists it's more than a screwdriver. Much more.
While Dr. Spacetime may be weak in terms of strength, he has bulky health for a 2-cost zombie. What makes him shine, however, are his abilities. All Conjured cards will cost slightly less with Dr. Spacetime on the field, meaning that he is best played alongside other cards that Conjure cards such as Cosmic Imp to make them cheaper as well. If you happen to be playing as Neptuna, you can combine it with Cosmic Sports Star to make the sports card it Conjures cost 3 brains less.
The main purpose of this card, however, is to get a card advantage by hitting the plant hero with him, as he himself Conjures a card when he deals damage to them. Smoke Bomb can easily do this, as well as other tricks such as Terrify. Laser Base Alpha and Ice Moon (primarily as Huge-Gigantacus for Ice Moon) can be used to give Dr. Spacetime the Strikethrough trait, meaning he will always Conjure a card when he attacks (unless the plant hero blocks). With his good health, he should be able to Conjure many cards and make them cheaper than usual.
As Impfinity, you can pair him with Disco-Naut to give Dr. Spacetime the Bullseye trait so that his opponent cannot block Dr. Spacetime's attacks if they hit, or with Disco Dance Floor or Moon Base Z to give him the Overshoot trait so he can get a guaranteed hit on his opponent, even when blocked by a plant. While both cards are able to give Dr. Spacetime Overshoot by turn 3 (as Disco Dance Floor needs to be played on turn 2), each card has its pros and cons. Disco Dance Floor will permanently give Dr. Spacetime Overshoot, but Disco Dance Floor must be kept alive, and can only benefit the Dr. Spacetime played on it. Moon Base Z, on the other hand, does not need to be pre-played, retains its ability even if the Dr. Spacetime there is destroyed, and is only removable by environments. However, the last part means that Moon Base Z is weak to Fireweed and Sap-Fling, and lacks dancing synergy (although Headhunter is the only suitable synergy card with Disco Dance Floor).
Alongside his defensive stats, allowing him to easily take a few hits before being destroyed, this zombie can allow the zombie hero to Conjure free cards in addition to making them cheaper than usual. If you can, try to Bounce or destroy this zombie as soon as possible to prevent the zombie hero from conjuring cards that can turn out cheap. If you cannot destroy him, try to play a defensive or Team-Up plant like Wall-Nut, Pea-Nut, and Cactus to stall him from drawing free Galactic Garden cards. But be careful as he is in the Sneaky class, where Super Stench, Laser Base Alpha, or Zombot Sharktronic Sub can make him destroy plants in front of him. You can also destroy this zombie easily with Whack-a-Zombie.
You also want to get rid of environments that can benefit this zombie as they can make him Conjure cards quicker. These environments include Moon Base Z and Laser Base Alpha. If replacing your opponent's environments with your own is not an option, you can play Soul Patch to prevent him from hurting your hero.