He does not have any traits, and his ability Conjures a monster card for the zombie hero when he is played, unless they have at least 10 cards in their hand already.
He is based on a pumpkin, a type of squash of the family Cucurbitae.
His name is a combination of "haunted," referring to his ability, and "Pumpking," a portmanteau of "pumpkin," the real-life plant he is based on, and "king," referring to his appearance.
Statistics
Class: Solar
Tribe: Squash Plant
Traits: None
Ability: When played: The Zombie player Conjures a Monster.
Set: Event
Card description
For generations, the Pumpkings have kept their realms safe from a terrible curse. Tonight, they finally face their greatest fear.
Update history
Update 1.18.13
Added to the game.
Strategies
With
Haunted Pumpking is an amazing aggro card due to his high strength for his cost. In fact, he is the only plant that can destroy certain turn 1 threats like Cat Lady, Quickdraw Con Man and Planetary Gladiator that are otherwise annoying to remove.
However, in exchange of that, this plant lets your opponent Conjure a monster card, giving the zombie hero a card advantage. The card additionally may either be a gamechanger like Quickdraw Con Man, Gizzard Lizard and Cryo-Yeti, but can also bring up weaker ones like the Deep Sea Gargantuar or Haunting Zombie.
He also has low health, which makes him vulnerable to 2 zombies like Dog Walker or tricks that do at least 2 damage such as Bungee Plumber. However, as plants play after the zombies play their fighters, the only worries are Dog Walker and Bungee Plumber. Wall-Knight can take this further by providing Haunted Pumpking with Guardian Class' health boosts.
If you want to use this card, you should use him for aggro, as you want to beat your opponent before they can play cards conjured from Pumpking. You can also play him when your opponent's hand is full, nullifying his hindering ability. However, aggro decks often ignore this aspect as they do not fare well in the late game and aim to finish the game as soon as possible.
Playing Haunted Pumpking can be inadvisable with Dr. Spacetime present, as each will reduce the Conjured card's cost by 1, although this shouldn't be really concerning even if they allow your opponent to play said card earlier. Dino-Roar zombies are also a threat since it activates their Dino-Roar abilities, but most of them appear only after turn 4, leaving you with plenty of opportunities to use him before then.
Against
Statwise, this plant is very powerful as he does massive damage at a very cheap cost. On the bright side, you will get a free monster card. While the card can be as weak as Haunting Zombie or Haunting Ghost to as powerful as Quickdraw Con Man or Gizzard Lizard, the main problem is that most monsters are too expensive to play before your defeat.
If you are against any Solar hero with aggressive strategy decks (especially Solar Flare, whose Kabloom class is also suited for rushes), it is very likely that they will have Haunted Pumpking, and you'll have to rush them down before they can defeat you.
Since he has low health, you can use tricks like Bungee Plumber or Electrobolt, or certain zombies like Dog Walker, Witch's Familiar, and Octo-Pult to easily destroy him. If you really need to, Rocket Science and Alien Ooze can also work, but only if desperate or if he is boosted.
You can also have any of the Dino-Roar zombies on the field to make the opponent think twice before using him as if they do, their Dino-Roar abilities will activate. However, due to them appear mostly after turn 4, your opponent could very well defeat you before you get to play them, or play Haunted Pumpking before you could exploit this weakness.
For easy reference, here is the list of zombies Haunted Pumpking can Conjure: