Quickdraw Con Man is a colossal super-rare zombie card in Plants vs. Zombies Heroes, and a member of the Crazy class. He costs 1 to play, and has 1/3. He has the Bullseye trait, and his ability does 1 damage to the plant hero every time they draw a card. This ability stacks with each Quickdraw Con Man on the field, and persists until all Quickdraw Con Men are removed from the field.
His description is a reference to the proverb "forewarned is forearmed," meaning "prior knowledge of possible dangers or problems gives one a tactical advantage." It is also a pun, since "four" and "fore" are homophones.
- Class: Crazy
- Tribes: Pirate Monster Zombie
- Trait: Bullseye
- Ability: When the Plant Hero draws a card, do 1 damage to them.
- Set - Rarity: Colossal - Super-Rare
How did he know the Plants were coming? Because four-armed is forewarned.
- Added to the game.
- ▼ Health change: 4 → 3
Arguably one of the strongest cards in the game, Quickdraw Con Man is extremely dangerous. It has 3 health, has Bullseye, and an anti-draw ability, all in a 1-cost zombie.
Quickdraw Con Man is easily an auto-include, meaning it is a card that you can throw into nearly every Crazy deck, due to it having above-average stats (at least in terms of health) for such a cheap cost, Bullseye, and a persistent ability.
While not exactly the most popular strategy, milling the opponent so that they cannot block is a strategy that this definitely gains some use in. Because of its anti-draw nature, it helps other Crazy cards like Exploding Fruitcake and Unexpected Gifts. It might be just 1 damage, but that is still worthwhile with Bullseye.
There is also utilizing this card's Bullseye for more aggressive playing above the persistent ability. Electric Boogaloo and Z-Mech have a large assortment of boosting, but Hearty's support probably is more beneficial to Quickdraw Con Man because Hearty supports very fast and aggressive play, with its overall field support. Also, Quickdraw Con Man has a lot of health, so Hearty's specialty in health boosts and healing suit this zombie. Beastly, on the other hand, is more of a singular boost, so they are often expensive that way. That probably wouldn't work too well with Beastly if you are looking to use Quickdraw Con Man for his Bullseye trait. The only thing that could possibly work is Area 22, but aside from that, most boosting cards in the Beastly class just feel out of place, and don't benefit Quickdraw Con Man enough.
Professor Brainstorm can't exactly do much with it aside from using it alongside Regifting Zombie and Wormhole Gatekeeper, which is pretty little synergy all together, but that is still enough damage to feel like it is worth it. Since both of their stats are decent for their cost, and both draw enough cards (Regifting Zombie makes Quickdraw Con Man do 2 damage this turn, while Wormhole Gatekeeper can make its ability activate twice a turn) to make Quickdraw Con Man's damage mean a bit more, this combination can be deceptively insidious and effective, but it kind of just ends there.
Impfinity has, without a doubt, the best synergy with this card, since it is a pirate. Swashbuckler Zombie can boost Quickdraw Con Man every turn (note that the damage dealt by its ability is unchanged, though), and Captain Flameface can give Quickdraw Con Man a guaranteed hit on the plant hero with Strikethrough and Bullseye even if it is only 1 damage per attack, but the Crazy class does have many strength-boosting cards.
But this card is strong on its own, so it doesn't necessarily need support to keep itself sustainable. Quickdraw Con Man is simply a cheap, expendable card with a powerful ability. If providing support is really necessary, however, Hearty and Sneaky heroes are the best at it.
Quickdraw Con Man can be very difficult to face. You would probably want to put something in front of it to whittle it down in combat. The most ideal example would be a plant with 2/2 or more so that it at least trades, but Crazy heroes often have a trick up their sleeve, namely Bungee Plumber.
It is a good idea to refrain from drawing extra cards if this is on the field unless you think it is worth it, as you will take more damage than if you don't.
If you can take it out right away with something cheap, go ahead. superpowers are probably the least recommended to use, but by all means, use them if it's your only option. Haunted Pumpking and a couple superpowers are the only things that can take it out on turn one. Things like Whack-a-Zombie and Sizzle can take it out later, but is also not recommended because it usually results in a negative brain/sun trade.
- He is the first zombie with the Bullseye trait outside the Brainy class.
- Disco-Naut is an exception, as while she gives zombies including herself the Bullseye trait, she does not actually have it from the start.
- During development, he was called "Four-Armed Zombie," and had no abilities.
- Later on in development, he was renamed to "Four-Armed Bandit," and Conjured a zombie fighter, a trick, an environment, and a superpower only when he Evolved.
- Afterwards, they changed the Evolution to 4 or more Evolution, where he had to be played on a zombie with 4 or more in order to activate the ability.
- This makes him the only card that had an Evolution ability during development and had it scrapped later.
- He and Cat Lady have the highest health-to-brain ratios out of all zombies, at 4 to 1.
- If the plant hero plays a trick that draws two cards at once (Holo-Flora or Flourish), he will activate his ability once, but do 2 damage instead.
- If a Swashbuckler Zombie is on the field, his animation will only play once, but Quickdraw Con Man will receive +2/+2.
- This could be because his ability animation would be more time-consuming than it already is.
- He is the only zombie in the game that in the monster and pirate tribes.
- He is the only zombie in the franchise that has four arms.