“My ghosts will trap you in a living nightmare!”
From “Maze of Muertos”
Pumpking the King of Grave Ghosts
Level 6 DARK Zombie Effect Monster
ATK 1950
DEF 2600
You can reveal this card in your hand; Set 1 “Call of the Haunted” from your Deck or GY, and if you do, discard 1 card. That Set card can be activated this turn. If this card is Special Summoned: You can Special Summon 1 Level 6 Zombie monster from your Deck, except with 1950 ATK, also you cannot Special Summon from the hand or GY for the rest of this turn, except Zombie monsters. You can only use each effect of “Pumpking the King of Grave Ghosts” once per turn.
Army of the Haunted
Level 6 DARK Zombie Effect Monster
ATK 2400
DEF 0
If you control “Call of the Haunted” and this card is in your hand or GY: You can Special Summon this card. If this card is sent to the GY: You can target 1 “Call of the Haunted” in your GY; Set it. You can only use each effect of “Army of the Haunted” once per turn.
Stare of the Snake Hair
Level 6 DARK Zombie Effect Monster
ATK 1500
DEF 1200
You can discard this card; add 1 “Call of the Haunted” or 1 Spell/Trap that mentions it from your Deck to your hand. If this card is Special Summoned: You can target 1 Attack Position monster your opponent controls; that face-up monster cannot attack, its effects are negated, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon. You can only use each effect of “Stare of the Snake Hair” once per turn.
Great Mammoth of the Netherworld
Level 6 DARK Zombie Effect Monster
ATK 2200
DEF 1800
If this card is Special Summoned and you control “Call of the Haunted” or a Zombie monster, except “Great Mammoth of the Netherworld”: You can target 1 card on the field; destroy it. You can only use this effect of “Great Mammoth of the Netherworld” once per turn. A Zombie Xyz Monster that has this card as material gains this effect.
● Gains 1000 ATK.
Pumpking the Great Ghost King
Rank 6 DARK Zombie Xyz Effect Monster
ATK 2400
DEF 2600
Materials: 2 Level 6 Zombie monsters
While you control “Call of the Haunted”, your opponent cannot target Zombie monsters you control with monster effects. You can only use each of the following effects of “Pumpking the Great Ghost King” once per turn. If this card is Special Summoned: You can add 1 “Call of the Haunted” or 1 card that mentions it from your Deck to your hand. You can detach 1 material from this card, then target up to 2 cards on the field; return them to the hand.
The Undying Legion
Rank 7 DARK Zombie Xyz Effect Monster
ATK 2700
DEF 0
Materials: 2 Level 7 monsters
Once per turn, you can also Xyz Summon “The Undying Legion” by using 1 Rank 6 Zombie Xyz Monster you control (transfer its materials). During your opponent’s Main Phase (Quick Effect): You can detach 2 materials from this card (or just 1 material if all this card’s materials are Xyz Monsters), then target 1 Attack Position monster your opponent controls or 1 monster in their GY; attach it to this card. You can only use this effect of “The Undying Legion” once per turn.
Call of the Forgotten
Field Spell Card
When this card is activated: You can Set up to 3 “Call of the Haunted” from your Deck and/or GY, and if you do, until the end of your opponent’s turn, you cannot Special Summon, except Zombie monsters, or monsters from the GY. Once per turn, if you activate “Call of the Haunted”: You can target 1 monster your opponent controls; send it to the GY. You can only activate 1 “Call of the Forgotten” per turn.
Ectoplasmic Fortification
Normal Spell Card
Activate 1 of these effects;
● If you control no monsters: Add 1 Level 6 Zombie monster or 1 “Call of the Forgotten” from your Deck to your hand.
● Zombie monsters you control gain 400 ATK, then you can draw cards equal to the number of “Call of the Haunted” you control.
You can only activate 1 “Ectoplasmic Fortification” per turn.
Vortex of Time
Quick-Play Spell Card
When your opponent activates a Normal or Quick-Play Spell Card or effect, or a monster effect, while you control a Zombie monster and “Call of the Haunted” (except during the Damage Step): Your opponent tosses a coin and their activated effect becomes the following effect.
● Heads: “Your opponent must banish 1 monster they control”.
● Tails: “You must banish all monsters you control”.
You can only activate 1 “Vortex of Time” per turn.
Deadly Zombie Breath
Normal Trap Card
If you control a Zombie monster and “Call of the Haunted”: Target 1 monster your opponent controls; send it to the GY. If you control a Zombie monster: You can banish this card from your GY, then target 1 face-up card you control and 1 face-up card your opponent controls; send them to the GY. You can only use 1 “Deadly Zombie Breath” effect per turn, and only once that turn.
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![“Pumpking” Finally Arrives With His Undead Legion! [MZMU]](https://cdn.ygorganization.com/2026/02/pumpking-the-king-of-ghosts-yugioh.png)












25 Comments
Zombie Pile Decks are back on the menu Boiz also call of the forgotten reads like crazy
Main deck monsters are so weak tho. I don’t think they will be replacing any monsters in an already very tight pile.
Honestly seems like a pretty decent deck. You got all these things revolving around call of the haunted that makes some decent interruption with relative ease at getting to this state
So, another fieldspell.deck
Don’t get me wrong, I like the idea of the deck playstyle, but it pretty much losses half of its power if the field spell is negated. All destruction/bounce effects target, so maybe a gimmick fun deck on its own. But with all the generic zombie support, it can go rogue.
What are the materials for the Rank 6?
It’s safe to assume it’s 2 LVL 6 Zombies, if it was generic I think it would be VERY powerful especially in Elvennotes and/or Fiendsmith for going second, also it would be a shame if it needs 3 monsters
Two level 6 zombies
2 Level 6 Zombies
I bet good money a Spell Card that could treat itself as “Call of the Haunted” while on the field would really boost this deck, especially since it won’t make it Field dependent.
Could double as a nod to the fact that Bonz used it as a Spell Card in the anime, despite it being a trap.
speaking of call of the haunted as a spell card in the story, it was used to revive 3 monsters at once, i wonder if they’ll reference that someday, a card with an effect like “when activating call of the haunted you can target x number of monsters instead of 1”
Technically the field spell we did get does reference the triple revive. Setting 3 call of the haunted and all
high key these cards are really good wtf thought this was gonna duel links tier garbage there’s so much interruption and that field spell is wtf
So they can give us badass new zombie red-eyes artwork for zombie pile but no new red-eyes support that isn’t literal garbage
Uppsala^^
Out of all characters in every gen of YGO, they took Bonz ? Nice, I like classic zombie monsters. Please give us Weevil or Rex next time.
Weevil got plenty of support in last few years and Konami is genuinely terrified of giving Dinosaurs anything too good and/or generic after they broke the game with generic dino pile years ago.
Next year probably will be “Maze Of Panic” or “Maze of Masks”, both duels against Panik and Lumis/Umbra are iconic but the cards used in them are very outdated.
Bonz has never had support before and Zombies aren’t as supported as the usual monster types, so it is good to see a new zombie archetype.
These are so goated. Can’t wait to try these in Vendreads
Bizarre that nothing involved immunity from battle destruction when that was the main thing. Instead going all in on lv 6 vomit and removal. Manga medusa ghost’s level is unknown, go figure. A card called ectoplasmic fortification not being continuous, I can’t even. Welp, I was never going to be thrilled considering I dislike how call and pumpking were adapted to begin with.
That reminds me, Bonz’ deck in WC2004 didn’t even have any zombies! Though that was on par for the course with that game having the laziest deck design. Also, Nightmare Steel Cage needs a fix. Should last for 3 turns and prevent monster effect destruction, as of late that’s how the ocg depicts magical attacks.
The deck revolves around a continuous Traps that stick around if its target leaves by non destruction. We have only one card that type locks, but not the deck or Extra deck and a field spells expect from the GY (probably don’t play both at once for other type plays). Like others say. Find synergy with Continuous traps to send or reset dead call of the haunted. We can do XYX, Synchro, and Link plays.
Could do something with Flying Mary, the Wandering Ghost Ship, Dragon Gate?
Finally!
More DM slop. Can the TCG side make anything else other than nostalgia bait for yugi boomers that don’t even play the game?