1. Ratings below are based on when the Deck was released and NOT today's Yu-Gi-Oh format.
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Learn to play the TCG. More on these ratings SDZW and SDSC Spoilers
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Structure Deck Card Ratings (Page 7)

1. These ratings are only for non-duplicate cards included.
2. Product names are shortened as the other half is listed above.
3. SDZW-EN info: https://yugioh.fandom.com/wiki/Zombie_World_Structure_Deck 

5. SDSC-EN info: https://yugioh.fandom.com/wiki/Spellcaster's_Command_Structure_Deck 
Spellcaster's Command (SDSC-EN038)
Magic Cylinder
TRAP / Normal Trap
Negate the attack of 1 monster your opponent controls and inflict damage to your opponent equal to its ATK.
(Common)
Rating: 3 out of 5
Ring of Destruction (#8) is gone, but this is an ideal replacement.
Spellcaster's Command (SDSC-EN037)
Tower of Babel
TRAP / Continuous Trap
Each time a Spell Card is activated, place 1 Spell Counter on this card. When the 4th Spell Counter is placed on this card, destroy this card and inflict 3000 damage to the player that activated the Spell Card at that time.
(Common)
Rating: 1 out of 5
Needs to be condemned and barricaded off. Far too unstable.
Spellcaster's Command (SDSC-EN036)
Pitch-Black Power Stone
TRAP / Continuous Trap
After activation, place 3 Spell Counters on this card. During each of your turns you can move 1 Spell Counter from this card to another face-up card that you can place a Spell Counter on. When there are no Spell Counters on this card, destroy it.
(Common)
Rating: 2 out of 5
Can't give it much credit when most of the cards that use them don't have the potency.
Spellcaster's Command (SDSC-EN035)
Magician's Circle
TRAP / Normal Trap
Activate only when a Spellcaster-Type monster declares an attack. Each player Special Summons 1 Spellcaster-Type monster with 2000 or less ATK from their Deck in face-up Attack Position.
(Common)
Rating: 1 out of 5
If I have to wait for a Spellcaster to attack, then I should be the only one to use the effect.
Spellcaster's Command (SDSC-EN034)
Field Barrier
SPELL / Continuous Spell
Field Spell Cards cannot be destroyed. Also, a new Field Spell Card cannot be activated. You can only control 1 face-up "Field Barrier".
(Common)
Rating: 2 out of 5
The Deck's Field Spell isn't good enough to warrant protecing it but others (SD4 #20) might.
Spellcaster's Command (SDSC-EN033)
Twister
SPELL / Quick-Play Spell
Pay 500 Life Points. Destroy 1 face-up Spell or Trap card.
(Common)
Rating: 1 out of 5
In the least, United We Stand (#244) needed a reprint in here.
Spellcaster's Command (SDSC-EN032)
Magical Dimension
SPELL / Quick-Play Spell
Activate only while you control a Spellcaster-Type monster. Tribute 1 monster and Special Summon 1 Spellcaster-Type monster from your hand. Then, you can destroy 1 monster on the field.
(Common)
Rating: 2 out of 5
Nothing useful in this Deck so you're going to have to make do elsewhere.
Spellcaster's Command (SDSC-EN031)
Magical Blast
SPELL / Normal Spell
Activate only while you control a Spellcaster-Type monster. Inflict 200 damage to your opponent for each Spellcaster-Type monster you control. If this card is in your Graveyard, you can add it to your hand instead of conducting your normal draw during your Draw Phase.
(Common)
Rating: 1 out of 5
The remake includes a few reminders of the original Deck's failure.
Spellcaster's Command (SDSC-EN030)
Book of Moon
SPELL / Quick-Play Spell
Flip 1 face-up monster on the field into face-down Defense Position.
(Common)
Rating: 2 out of 5
Doesn't last long, but that's one less monster that can attack, or you can reset other effects.
Spellcaster's Command (SDSC-EN029)
Enemy Controller
SPELL / Quick-Play Spell
Select and activate 1 of these effects:
● Change the Battle Position of 1 face-up monster your opponent controls.
● Tribute 1 monster. Select 1 face-up monster your opponent controls. Take control of it until the End Phase.
(Common)
Rating: 2 out of 5
Free, unlike the anime, but only if you use the first effect.
Spellcaster's Command (SDSC-EN028)
Terraforming
SPELL / Normal Spell
Add 1 Field Spell Card from your Deck to your hand.
(Common)
Rating: 3 out of 5
Probably the best Field Spell support, apart from some of the searchers. (#20)
Spellcaster's Command (SDSC-EN027)
Mage Power
SPELL / Equip Spell
The equipped monster gains 500 ATK and DEF for each Spell and Trap Card you control.
(Common)
Rating: 3 out of 5
Only 1 more Spell or Trap needed for twice Black Pendant's (YSD #21) boost, and it's easy to add more.
Spellcaster's Command (SDSC-EN026)
Swords of Revealing Light
SPELL / Normal Spell
Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your opponent's turns. While this card is face-up on the field, monsters your opponent controls cannot declare an attack.
(Common)
Rating: 3 out of 5
Pretty much always a good draw, even if you don't necessarily need it the turn you draw it.
Spellcaster's Command (SDSC-EN025)
Fissure
SPELL / Normal Spell
Destroy the 1 face-up monster your opponent controls that has the lowest ATK. (If it's a tie, you get to choose.)
(Common)
Rating: 2 out of 5
A lot like Smashing Ground (#5), only literally weaker.
Spellcaster's Command (SDSC-EN024)
Giant Trunade
SPELL / Normal Spell
Return all Spell and Trap Cards on the field to their owners' hands.
(Common)
Rating: 2 out of 5
Gets around a few cards Heavy Storm cannot.
Spellcaster's Command (SDSC-EN023)
Malevolent Nuzzler
SPELL / Equip Spell
The equipped monster gains 700 ATK. When this card is sent from the field to the Graveyard you can pay 500 Life Points to place it back on top of your Deck.
(Common)
Rating: 2 out of 5
Slightly better than Black Pendant (YSD #20) or Blast with Chain. (SD5 #36)
Spellcaster's Command (SDSC-EN022)
Mist Body
SPELL / Equip Spell
The equipped monster cannot be destroyed by battle. (Damage calculation is applied normally.)
(Common)
Rating: 2 out of 5
Worthwhile only for strong (#2) monsters.
Spellcaster's Command (SDSC-EN021)
Magicians Unite
SPELL / Normal Spell
Activate only while you control 2 or more face-up Attack Position Spellcaster-Type monsters; select 1 of them. That monster's ATK becomes 3000 until the end of this turn. Other Spellcaster-Type monsters you control cannot attack this turn.
(Common)
Rating: 1 out of 5
Their combined efforts actually hold you back.
Spellcaster's Command (SDSC-EN020)
Spell Power Grasp
SPELL / Normal Spell
Place 1 Spell Counter on a face-up card that you can place a Spell Counter on. Then you can add 1 "Spell Power Grasp" from your Deck to your hand. You can only activate 1 "Spell Power Grasp" per turn.
(Common)
Rating: 1 out of 5
Mostly a Deck thinner as Spell Counters are generally wasted.
Spellcaster's Command (SDSC-EN019)
Magical Citadel of Endymion
SPELL / Field Spell
Each time a Spell Card is activated, place 1 Spell Counter on this card. Once per turn, you can remove any number of Spell Counters from this card to Special Summon a Spellcaster-Type monster from your hand or Graveyard whose Level is equal to the number of Spell Counters you removed.
(Common)
Rating: 1 out of 5
Takes too long compared to Magical Dimension.
Spellcaster's Command (SDSC-EN018)
Magical Exemplar
EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 1400
(Spellcaster / Effect)

Each time a Spell Card is activated, place 2 Spell Counters on this card. Once per turn, you can remove any number of Spell Counters from this card to Special Summon a Spellcaster-Type monster from your hand or Graveyard whose Level is equal to the number of Spell Counters you removed.
(Common)
Rating: 2 out of 5
A bit faster than the Field Spell at least.
Spellcaster's Command (SDSC-EN017)
Crystal Seer
WATER / Effect Monster / Level 1 / ATK 100 / DEF 100
(Spellcaster / Flip / Effect)

FLIP: Pick up 2 cards from the top of your Deck. Select 1 of those cards and add it to your hand, and place the other card on the bottom of your Deck.
(Common)
Rating: 1 out of 5
Just a much riskier Jar of Greed (YSD #36) when you get down to it.
Spellcaster's Command (SDSC-EN016)
Mei-Kou, Master of the Barriers
LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 600
(Spellcaster / Effect)

You can Tribute this card to destroy 1 face-up Continuous Spell or Continuous Trap Card on the field.
(Common)
Rating: 1 out of 5
I'd rather use MST (#15) or Chiron the Mage. (YSDJ #15)
Spellcaster's Command (SDSC-EN015)
Mythical Beast Cerberus
LIGHT / Effect Monster / Level 4 / ATK 1400 / DEF 1400
(Spellcaster / Effect)

Each time a Spell Card is activated, place 1 Spell Counter on this card. This card gains 500 ATK for each Spell Counter on it. If this card attacks or is attacked, remove all Spell Counters from it at the end of the Battle Phase.
(Common)
Rating: 1 out of 5
Makes its own counters disapper after just one battle.
Spellcaster's Command (SDSC-EN014)
Blast Magician
FIRE / Effect Monster / Level 4 / ATK 1400 / DEF 1700
(Spellcaster / Effect)

Each time a Spell Card is activated, place 1 Spell Counter on this card. You can remove any number of Spell Counters from this card to destroy 1 face-up monster on the field with ATK equal to or less than 700 x the number of counters you removed.
(Common)
Rating: 1 out of 5
Maybe it'll have 1 counter, but that's worthless.
Spellcaster's Command (SDSC-EN013)
Royal Magical Library
LIGHT / Effect Monster / Level 4 / ATK 0 / DEF 2000
(Spellcaster / Effect)

Each time a Spell Card is activated, place 1 Spell Counter on this card (max 3). You can remove 3 Spell Counters from this card to draw 1 card.
(Common)
Rating: 2 out of 5
Enough usefulness for a 2.
Spellcaster's Command (SDSC-EN012)
Magical Plant Mandragola
DARK / Effect Monster / Level 2 / ATK 500 / DEF 200
(Spellcaster / Flip / Effect)

FLIP: Place 1 Spell Counter on each face-up card on the field that you can place a Spell Counter on.
(Common)
Rating: 2 out of 5
Already more helpful than the so-called "Apprentice Magician".
Spellcaster's Command (SDSC-EN011)
Breaker the Magical Warrior
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1000
(Spellcaster / Effect)

When this card is Normal Summoned, place 1 Spell Counter on it (max. 1). This card gains 300 ATK for each Spell Counter on it. You can remove 1 Spell Counter from this card to destroy 1 Spell or Trap Card on the field.
(Common)
Rating: 1 out of 5
Magician's Force gave us this and it's practically been downhill ever since with future cards.
Spellcaster's Command (SDSC-EN010)
Magical Marionette
DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1000
(Spellcaster / Effect)

Each time a Spell Card is activated, place 1 Spell Counter on this card. This card gains 200 ATK for each Spell Counter on it. You can remove 2 Spell Counters from this card to destroy 1 monster on the field.
(Common)
Rating: 1 out of 5
Takes several to give this the same ATK as better Spellcasters like Chaos Command Magician. (#8)
Spellcaster's Command (SDSC-EN009)
Old Vindictive Magician
DARK / Effect Monster / Level 2 / ATK 450 / DEF 600
(Spellcaster / Flip / Effect)

FLIP: Destroy 1 monster your opponent controls.
(Common)
Rating: 2 out of 5
Better than Man-Eater Bug (#46) by a small bit.
Spellcaster's Command (SDSC-EN008)
Apprentice Magician
DARK / Effect Monster / Level 2 / ATK 400 / DEF 800
(Spellcaster / Effect)

When this card is Summoned, place 1 Spell Counter on a face-up card that you can place a Spell Counter on. When this card is destroyed by battle, you can Special Summon 1 Level 2 or lower Spellcaster-Type monster from your Deck in face-down Defense Position.
(Common)
Rating: 1 out of 5
This is like contributing a drop of water in to a bucket half-full.
Spellcaster's Command (SDSC-EN007)
Skilled Dark Magician
DARK / Effect Monster / Level 4 / ATK 1900 / DEF 1700
(Spellcaster / Effect)

Each time a Spell Card is activated, place 1 Spell Counter on this card (max. 3). You can Tribute this card with 3 Spell Counters on it to Special Summon 1 "Dark Magician" from your hand, Deck, or Graveyard.
(Common)
Rating: 3 out of 5
Skilled all on its own, unlike the other (#13) version.
Spellcaster's Command (SDSC-EN006)
Dark Red Enchanter
DARK / Effect Monster / Level 6 / ATK 1700 / DEF 2200
(Spellcaster / Effect)

When this card is Normal Summoned, place 2 Spell Counters on it. Each time a Spell Card is activated, place 1 Spell Counter on this card. It gains 300 ATK for each Spell Counter on it. Once per turn, you can remove 2 Spell Counters from this card to make your opponent discard 1 random card.
(Common)
Rating: 1 out of 5
Red is right and I've got just the rating to match.
Spellcaster's Command (SDSC-EN005)
Summoner Monk
DARK / Effect Monster / Level 4 / ATK 800 / DEF 1600
(Spellcaster / Effect)

This card cannot be Tributed. When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, you can discard 1 Spell Card to Special Summon 1 Level 4 monster from your Deck. It cannot attack this turn.
(Common)
Rating: 1 out of 5
So you'll have nearly half a field that can't even attack.
Spellcaster's Command (SDSC-EN004)
Hannibal Necromancer
DARK / Effect Monster / Level 4 / ATK 1400 / DEF 1800
(Spellcaster / Effect)

When this card is Normal Summoned, place 1 Spell Counter on it (max. 1). You can remove 1 Spell Counter from this card to destroy 1 face-up Trap Card.
(Common)
Rating: 2 out of 5
Bad effect, but high enough DEF for a 2.
Spellcaster's Command (SDSC-EN003)
Defender, the Magical Knight
LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 2000
(Spellcaster / Effect)

When this card is Normal Summoned, place 1 Spell Counter on it (max. 1). Once per turn, if a face-up Spellcaster-Type monster(s) on the field would be destroyed, you can remove 1 Spell Counter from a card you control for each of those monsters instead.
(Common)
Rating: 2 out of 5
Can even protect itself and has 2000 DEF, but only 1 Spell Counter can be on it at a time.
Spellcaster's Command (SDSC-EN002)
Disenchanter
LIGHT / Effect Monster / Level 5 / ATK 2000 / DEF 2300
(Spellcaster / Effect)

Once per turn, you can remove 1 Spell Counter from anywhere on the field to return 1 face-up Spell Card to its owner's hand.
(Common)
Rating: 1 out of 5
So where's the real new cards for this Deck? These aren't what a Structure Deck should have.
Spellcaster's Command (SDSC-EN001)
Endymion, the Master Magician
DARK / Effect Monster / Level 7 / ATK 2700 / DEF 1700
(Spellcaster / Effect)

You can Special Summon this card from your hand or Graveyard by removing 6 Spell Counters from a "Magical Citadel of Endymion" you control. When you do, add 1 Spell Card from your Graveyard to your hand. Once per turn, you can discard 1 Spell Card to destroy 1 card on the field.
(Ultra Rare)
Rating: 2 out of 5
Slightly stronger than Dark Magician (#54), but the effects are quite bad.
 
Zombie World (SDZW-EN037)
Magical Arm Shield
TRAP / Normal Trap
Activate only when your opponent declares an attack while you control a monster. Take control of 1 of your opponent's face-up monsters, except the attacking monster, until the end of the Battle Phase. It is attacked instead.
(Common)
Rating: 2 out of 5
Unless you get a stronger monster than the one attacking, this is not going to change much.
Zombie World (SDZW-EN036)
Waboku
TRAP / Normal Trap
You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn.
(Common)
Rating: 4 out of 5
Better than Negate Attack (#27) because it's easier to activate once Set.
Zombie World (SDZW-EN035)
Tutan Mask
TRAP / Counter Trap
Negate the activation and the effect of a Spell or Trap Card that targets 1 face-up Zombie-Type monster and destroy it.
(Common)
Rating: 2 out of 5
Zombie World can help, but this doesn't work against non-targeting effects like Smashing Ground. (#5)
Zombie World (SDZW-EN034)
Bottomless Trap Hole
TRAP / Normal Trap
When your opponent Summons a monster(s) with 1500 or more ATK, destroy and remove from play the monster(s).
(Common)
Rating: 4 out of 5
Very few monsters are able to escape this deathtrap.
Zombie World (SDZW-EN033)
Dust Tornado
TRAP / Normal Trap
Destroy 1 Spell or Trap Card your opponent controls. You can then Set 1 Spell or Trap Card from your hand.
(Common)
Rating: 1 out of 5
It's really not any better than Twister.
Zombie World (SDZW-EN032)
Imperial Iron Wall
TRAP / Continuous Trap
Cards cannot be removed from play.
(Common)
Rating: 2 out of 5
Mostly a counter to Macro Cosmos Decks, and will block you from using Bottomless when you need it most.
Zombie World (SDZW-EN031)
Card Destruction
SPELL / Normal Spell
Each player discards their hand and draws the same number of cards they discarded.
(Common)
Rating: 2 out of 5
Without knowing what card(s) are in your opponent's hand, this is quite the risk.
Zombie World (SDZW-EN030)
Ribbon of Rebirth
SPELL / Equip Spell
If the equipped monster is destroyed by battle and sent to the Graveyard, Special Summon it to your side of the field during the End Phase.
(Common)
Rating: 1 out of 5
A slow variant of Monster Reborn (#36), and most don't benefit.
Zombie World (SDZW-EN029)
Soul Taker
SPELL / Normal Spell
Destroy 1 face-up monster your opponent controls. Then, your opponent gains 1000 Life Points.
(Common)
Rating: 2 out of 5
Quite a bit weaker than other monster destruction cards, but the Life Point boost is low and it's free.
Zombie World (SDZW-EN028)
Field Barrier
SPELL / Continuous Spell
Field Spell Cards cannot be destroyed. Also, a new Field Spell Card cannot be activated. You can only control 1 face-up "Field Barrier".
(Common)
Rating: 2 out of 5
It's in the card's name, which means it has limited uses.
Zombie World (SDZW-EN027)
Shrink
SPELL / Quick-Play Spell
Select 1 face-up monster on the field. The original ATK of that monster is halved until the end of this turn.
(Common)
Rating: 2 out of 5
Not too bad for reducing damage and maybe even taking down a monster in battle.
Zombie World (SDZW-EN026)
Pot of Avarice
SPELL / Normal Spell
Select 5 Monster Cards in your Graveyard. Return those cards to the Deck, then draw 2 cards.
(Common)
Rating: 3 out of 5
A good way to recycle lost cards and replenish or add to your hand.
Zombie World (SDZW-EN025)
Terraforming
SPELL / Normal Spell
Add 1 Field Spell Card from your Deck to your hand.
(Common)
Rating: 3 out of 5
Better Field Spells have allowed this to go up to a 3.
Zombie World (SDZW-EN024)
Call of the Mummy
SPELL / Continuous Spell
Once per turn, if you control no monsters, you can Special Summon 1 Zombie-Type monster from your hand.
(Common)
Rating: 3 out of 5
Thanks to the new Zombies in this Deck, this card now has quite a few uses.
Zombie World (SDZW-EN023)
Book of Life
SPELL / Normal Spell
Special Summon 1 Zombie-Type monster from your Graveyard and remove from play 1 monster from your opponent's Graveyard.
(Common)
Rating: 2 out of 5
Your opponent needs a monster in their Grave to even use this, but the end result can be worth it.
Zombie World (SDZW-EN022)
Creature Swap
SPELL / Normal Spell
Each player selects 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.
(Common)
Rating: 2 out of 5
Mostly used to trade weak ones for an opponent's strong monster.
Zombie World (SDZW-EN021)
Card of Safe Return
SPELL / Continuous Spell
When a monster is Special Summoned to the field from your Graveyard, you can draw 1 card.
(Common)
Rating: 2 out of 5
Monster Reborn (#35) was the best way to activate this card's effect, but without it, there's not much.
Zombie World (SDZW-EN020)
Magical Stone Excavation
SPELL / Normal Spell
Discard 2 cards. Add 1 Spell Card from your Graveyard to your hand.
(Common)
Rating: 1 out of 5
It's only from the Graveyard, which Dark Magician of Chaos (#16) can do more easily.
Zombie World (SDZW-EN019)
Cold Wave
SPELL / Normal Spell
This card can only be activated at the start of your Main Phase 1. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards.
(Common)
Rating: 2 out of 5
Once activated, it governs your plays for quite a while, but that may not matter in some cases.
Zombie World (SDZW-EN018)
Spell-Shattering Arrow
SPELL / Quick-Play Spell
Destroy all face-up Spell Cards your opponent controls. For each destroyed Spell Card, inflict 500 damage to your opponent.
(Common)
Rating: 2 out of 5
Probably could deal up to 1500 damage in a single turn at least.
Zombie World (SDZW-EN017)
Zombie World
SPELL / Field Spell
All monsters on the field and in any Graveyard become Zombie-Type monsters. Neither player can Tribute Summon monsters, except Zombie-Type monsters.
(Common)
Rating: 3 out of 5
Pretty potent in Zombie-based Decks as you generally don't have any downside.
Zombie World (SDZW-EN016)
Zombie Master
DARK / Effect Monster / Level 4 / ATK 1800 / DEF 0
(Zombie / Effect)

Once per turn, you can send 1 Monster Card from your hand to the Graveyard to Special Summon 1 Level 4 or lower Zombie-Type Monster from either player's Graveyard.
(Common)
Rating: 2 out of 5
The new Zombies included just don't have enough merit to rate this any higher, as it still lacks DEF.
Zombie World (SDZW-EN015)
Plague Wolf
DARK / Effect Monster / Level 3 / ATK 1000 / DEF 1000
(Zombie / Effect)

Once per turn, you can change this card's ATK to twice its original ATK. If you do, destroy it during the End Phase.
(Common)
Rating: 1 out of 5
Avoid it like the plague it's trying to be.
Zombie World (SDZW-EN014)
Marionette Mite
DARK / Effect Monster / Level 3 / ATK 1000 / DEF 1000
(Insect / Effect)

You can discard this card to the Graveyard to take control of 1 face-up Fiend or Zombie-Type monster your opponent controls until the End Phase this turn.
(Common)
Rating: 2 out of 5
Needs Zombie World to be out for it to have any chance at success.
Zombie World (SDZW-EN013)
Des Lacooda
EARTH / Effect Monster / Level 3 / ATK 500 / DEF 600
(Zombie / Effect)

Once per turn, you can flip this card into face-down Defense Position. When this card is Flip Summoned, draw 1 card.
(Common)
Rating: 1 out of 5
Reusable, but it'll be destroyed before it can be used once.
Zombie World (SDZW-EN012)
Regenerating Mummy
DARK / Effect Monster / Level 4 / ATK 1800 / DEF 1500
(Zombie / Effect)

When this card is sent from your hand to the Graveyard by an opponent's card effect, return it to your hand.
(Common)
Rating: 3 out of 5
The effect won't work with your own effects, but it's not the card's strong point.
Zombie World (SDZW-EN011)
Ryu Kokki
DARK / Effect Monster / Level 6 / ATK 2400 / DEF 2000
(Zombie / Effect)

If this card battles a Warrior or Spellcaster-Type monster, destroy that monster at the end of the Damage Step.
(Common)
Rating: 3 out of 5
Things have only gotten better since this guy was released in SD2. (SD2 #8)
Zombie World (SDZW-EN010)
Getsu Fuhma
DARK / Effect Monster / Level 4 / ATK 1700 / DEF 1200
(Warrior / Effect)

If this card battles a Warrior or Spellcaster-Type monster, destroy that monster at the end of the Damage Step.
(Common)
Rating: 2 out of 5
It's not the only one needing the Field Spell for any perks to be realized.
Zombie World (SDZW-EN009)
Spirit Reaper
DARK / Effect Monster / Level 3 / ATK 300 / DEF 200
(Zombie / Effect)

This card cannot be destroyed by battle. Destroy this card when it is targeted by the effect of a Spell, Trap, or Effect Monster. If this card successfully attacks directly, your opponent randomly discards 1 card.
(Common)
Rating: 3 out of 5
Pretty good, though the side-effect will probably cost you later.
Zombie World (SDZW-EN008)
Master Kyonshee
DARK / Normal Monster / Level 4 / ATK 1750 / DEF 1000
(Zombie / Normal)

A wandering Kyonshee searching for a strong rival to defeat. They say he was known as the master of all martial arts.
(Common)
Rating: 1 out of 5
About as cocky as Jerry Beans Man. (#4)
Zombie World (SDZW-EN007)
Pyramid Turtle
EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 1400
(Zombie / Effect)

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Zombie-Type monster with 2000 or less DEF from your Deck.
(Common)
Rating: 3 out of 5
Red-Eyes Zombie Dragon has boosted the uses almost to the point of a 4.
Zombie World (SDZW-EN006)
Royal Keeper
EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 1700
(Zombie / Effect)

Once per turn, you can flip this card into face-down Defense Position. When this card is flipped face-up, it gains 300 ATK and DEF until the end of the turn. (If attacked, this effect resolves after damage calculation.)
(Common)
Rating: 1 out of 5
That may bring it to 2000 DEF, but plenty of other monsters already have that amount or higher.
Zombie World (SDZW-EN005)
Patrician of Darkness
DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1400
(Zombie / Effect)

The controller of this card selects the targets of their opponent's attacks.
(Common)
Rating: 2 out of 5
Not a bad effect, and with stronger monsters, it can prove effective.
Zombie World (SDZW-EN004)
Gernia
DARK / Effect Monster / Level 4 / ATK 1300 / DEF 1200
(Zombie / Effect)

If this face-up card is destroyed and sent to the Graveyard by an opponent's card effect, Special Summon it during your next Standby Phase.
(Common)
Rating: 1 out of 5
Basically a free version of Revival Jam. (#210)
Zombie World (SDZW-EN003)
Paladin of the Cursed Dragon
LIGHT / Effect Monster / Level 4 / ATK 1900 / DEF 1200
(Zombie / Effect)

Once per turn, you can Special Summon 1 Level 4 or lower Zombie-Type monster that was destroyed by battle from your opponent's Graveyard to your side of the field.
(Common)
Rating: 3 out of 5
Already has high enough ATK to win some battles, and then Zombie World makes it pretty powerful.
Zombie World (SDZW-EN002)
Malevolent Mech - Goku En
LIGHT / Effect Monster / Level 6 / ATK 2400 / DEF 1400
(Zombie / Effect)

You can Normal Summon this card without Tributing. If you do, this card is sent to the Graveyard during the End Phase if it is the only Zombie-Type monster on the field. When it is sent to the Graveyard by this effect, you take damage equal to its ATK.
(Common)
Rating: 3 out of 5
The side-effect lowers its rating, but everything else keeps it at 3.
Zombie World (SDZW-EN001)
Red-Eyes Zombie Dragon
DARK / Effect Monster / Level 7 / ATK 2400 / DEF 2000
(Zombie / Effect)

You can Tribute Summon this card in face-up Attack Position by Tributing 1 Zombie-Type monster. When this card destroys a Zombie-Type monster by battle and sends it to the Graveyard, you can Special Summon that monster to your side of the field.
(Ultra Rare)
Rating: 3 out of 5
Making OG Red-Eyes (#1) a Zombie makes it the best of the group, apart from Darkness Metal. (DUSA #68)