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Spoopy Pumpkins [Written]


Arimetal

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A lot of people are jumping over to 'Christmas Joy' while I'm still hyped up on my nephew's candy. So I made somewhat late Halloween cards to compensate. Enjoy.

[spoiler=Pumpking, Pumprincess and Castle of Dark Illusions] 31YfH4uJfAL.jpgtumblr_mvjj85eaxS1rem1amo1_r2_400.pngtumblr_mr7qluEIvs1rem1amo1_500.jpg




Pumpolice, Officer of Ghosts
DARK
Zombie/Effect
LV 4
1500/0
When this card is summoned, you can banish 1 Zombie-Type monster from your graveyard; Shuffle 1 card on the field into the deck. If your opponent controls a monster with 2000 or more ATK: All Zombie-Type monsters you control gain 100 ATK.


Pumprince, Prince of Ghosts
DARK
Zombie/Effect
LV 3
1000/0
This card gains 100 ATK while you control another Zombie-Type monster. Once per turn; you can activate 1 of these effects:
-Banish 1 Zombie-Type monster from your graveyard; Draw 1 card.
-Send 1 Zombie-Type monster from your Deck to the graveyard.
-Tribute 1 Zombie-Type monster you control; Add 1 monster from your graveyard to your hand.


Pumpklown, Jester of Ghosts
DARK
Zombie/Effect
LV 1
1000/0
You can tribute this card: Special Summon 1 "Pump" Zombie-Type monster from your deck.


Pumpkimp, Fiend of Ghosts
DARK
Zombie/Effect
LV 1
0/0
You can discard this card; Add 1 "Pumpkingdom" from your Deck or graveyard to your hand. If an effect activates that would remove a "Pump" card from the field, you can banish this card from the graceyard; negate that effect until the End Phase, then inflict 1000 Damage to your opponent.


Pumpknight, Knight of Ghosts
DARK
Zombie/Effect
LV 4
1900/0
When this monster is summoned, activate 1 of these effects:
-Add 1 "Pump" Zombie-Type monster from your Deck to your hand
-Place 1 Pumpkin Counter on "Pumpkingdom"


Pumpkingdom
Field Spell
This card is always treated as "Castle of Dark Illusions". While this card is face-up on the field: If a monster(s) you control would gain 100 ATK exactly or a monster(s) your opponent's control would lose 100 ATK exactly: Put 1 Pumpkin Counter on this card (max 4). For each Pumpkin Counter on this card: All "Pump" Zombie-Type monsters you control gains 400 ATK, while your opponent monsters lose 400 ATK. If this card would be destroyed, you can remove 1 Pumpkin Counter on this card instead




CnC appreciated

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Pumpkingdom is too powerful especially for Pumpking and all other pumpkin monsters which uses a 100 boost combo, since a 900 attack boost is literally powerful, plus it makes pumpklown ridiculously easy too boost  since it will gain 1800 attack each turn, try to lower down the boost or limit it to one monster per turn and decrease the boost to about 400

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You're missing the "Pumpknight, Knight of Ghost"! >:T

 

Anyway i like these, support for our "forgotten" Pumpking. But i don't see most of those cards can be combo'd with Pumprincess.

 

Field, key of this archetype, kind of . . . umm too weak. (not the effect, i mean the protection) since without field, whole archetype is pretty much dead. So why don't we use Pumprincess text? (using counter) so it would be like this:

 

"This card is always treated as "Castle of Dark Illusions". While this card is face-up on the field: If a monster you control would gain 100 ATK exactly or a monster your opponent's control would lose 100 ATK exactly: Put 1 Pumpkin Counter on this card (max. you choose, but i prefer between 2-3). For each Pumpkin Counter on this card: All "Pump" Zombie-Type monsters you control gains 400 ATK, while your opponent monsters lose 400 ATK. If this card would be destroyed, you can remove 1 Pumpkin Counter on this card instead."

 

That way the field has some pop'ing protection and keeping ATK boosts via counter (and turning the whole monster in this archetype into solid beater) Also that way, the field works with Pumprincess.

 

All of the monster is already well made, dunno if it needs change . . . . but why 0 DEF? Pumking and Pumprincess doesn't have that stat y'know? But 0 DEF means it works with Recurring Nightmare, Secret Sect Druid Dru, and Masked Chameleon. So yes, it's fine imo.

 

Hope this helps~

 

EDIT: Didn't notice that most of the monster can trigger Field additional ATK (i thought it can only be triggered by Pumking.)

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You're missing the "Pumpknight, Knight of Ghost"! >:T

 

Anyway i like these, support for our "forgotten" Pumpking. But i don't see most of those cards can be combo'd with Pumprincess.

 

Field, key of this archetype, kind of . . . umm too weak. (not the effect, i mean the protection) since without field, whole archetype is pretty much dead. So why don't we use Pumprincess text? (using counter) so it would be like this:

 

"This card is always treated as "Castle of Dark Illusions". While this card is face-up on the field: If a monster you control would gain 100 ATK exactly or a monster your opponent's control would lose 100 ATK exactly: Put 1 Pumpkin Counter on this card (max. you choose, but i prefer between 2-3). For each Pumpkin Counter on this card: All "Pump" Zombie-Type monsters you control gains 400 ATK, while your opponent monsters lose 400 ATK. If this card would be destroyed, you can remove 1 Pumpkin Counter on this card instead."

 

That way the field has some pop'ing protection and keeping ATK boosts via counter (and turning the whole monster in this archetype into solid beater) Also that way, the field works with Pumprincess.

 

All of the monster is already well made, dunno if it needs change . . . . but why 0 DEF? Pumking and Pumprincess doesn't have that stat y'know? But 0 DEF means it works with Recurring Nightmare, Secret Sect Druid Dru, and Masked Chameleon. So yes, it's fine imo.

 

Hope this helps~

 

EDIT: Didn't notice that most of the monster can trigger Field additional ATK (i thought it can only be triggered by Pumking.)

I mainly chose 0 def because of those kind of cards exist. The only monsters that can activate the effects are Prince, Police and Knight (Which I'm adding after making this post) Thx for the Field Errata, it really helps.

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I really like the concept. I always felt those cards were a bit lacking, and now this might make a working archetype. The card effects seem balanced enough. It's a shame Castle of Dark Illusions only increases by 200, not activating the field.

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