Call of the Haunted

10 cards in this archetype

Playing Style

The end-state this deck aims to hold is Pumpking the Great Ghost King sitting over an active Call of the Haunted, with that combination granting blanket targeting protection to every Zombie on the field while the Xyz's own detach effect stands ready to bounce problem cards back to the hand. Reaching that board begins with Pumpking the King of Grave Ghosts, whose hand reveal effect fetches and immediately sets a Call of the Haunted from the Deck, then follows up by Special Summoning a second Level 6 Zombie directly from the Deck to complete the Xyz materials on the spot. Stare of the Snake Hair can be discarded at any point to search Call of the Haunted or any Spell and Trap that references it, making it the deck's most reliable way to assemble the trap even before the normal Summon is committed.

Once Call of the Haunted is active, the supporting trap and spell suite turns it into a removal engine. Call of the Forgotten sets up to three copies of the trap on activation and converts each subsequent activation into a spot-removal trigger that sends an opposing monster to the Graveyard. Deadly Zombie Breath adds another unconditional send while the Graveyard effect offers a second removal hit by banishing itself. Army of the Haunted loops the trap back from the Graveyard whenever it leaves the field, keeping the continuous presence of Call of the Haunted persistent across multiple turns.

Vortex of Time gives the deck a disruptive going-first option, gambling on a coin toss to punish the opponent for activating spells or monster effects while the Zombie and trap requirement is met, occasionally stripping an opponent of their entire board through Tails variance.