Dr. Spacetime is a galacticsuper-rarezombiecard 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 Conjures 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.
He is based on The Doctor, the title character of the British science-fiction series Doctor Who
The wardrobe he is in is a reference to The Doctor's TARDIS, while his screwdriver is a reference to The Doctor's sonic screwdriver.
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.
Statistics
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
Card description
He insists it's more than a screwdriver. Much more.
Strategies
With
While Dr. Spacetime may be weak in terms of strength, he has a lot of health for a 2-brain 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. Dr. Spacetime can also give you card advantage by hitting your opponent, as he himself Conjures a card when he does damage to them. Smoke Bomb, Terrify, and Carried Away can easily allow this. 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 your opponent does a Super-Block. With his good health, he should be able to Conjure many cards and make them cheaper than usual.
One of the best cards to use with Dr. Spacetime is Buried Treasure; by playing Buried Treasure on the first turn and Fuse it with Dr. Spacetime the next turn, you will Conjure a legendary card that costs 2 brains less. Other valuable cards include Thinking Cap, which results in 2 random 0-brain superpowers, and Triplication, which Conjures 3 cards that each cost 1 brain less, and even Barrel of Barrels and Frosty Mustache allows you to control your opponent while getting back a cheap (or even free) card.
Super Brainz and Huge-Gigantacus can use Zombot Drone Engineer and Gadget Scientist alongside this to make him even more of a threat, as Dr. Spacetime is a science zombie. As Brain Freeze or Neptuna, you can give him the Frenzy trait and increase his strength to guarantee a hit on your opponent. And as Impfinity, you can pair him with Disco-Naut to give Dr. Spacetime the Bullseye trait so that your 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 your opponent, even when fronted 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).
Against
Due to his high health stat, Dr. Spacetime can easily take a few hits before being destroyed and Conjure many cards for your opponent. Try to Bounce or destroy this zombie as soon as possible to prevent your opponent from Conjuring too many cards. If you cannot destroy him, try to play a defensive plant like Wall-Nut, Cactus, or Soul Patch to stall him and prevent him from hurting you. But do not let your guard down even if you succeed in blocking him, as Smoke Bomb, Carried Away, and Deadly cards can circumvent your countermeasures.
You will also want to get rid of environments that can benefit this zombie as they allow him to Conjure cards more easily. These environments include Moon Base Z, Ice Moon, and Laser Base Alpha.