Zombie Power Struggle
Spell Quick

Zombie Power Struggle

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Target 1 Zombie monster on the field; until the end of this turn, it gains 1000 ATK or loses 1000 ATK. During your Main Phase, if this card is in your GY: You can shuffle 1 of your banished Zombie monsters into the Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use this effect of "Zombie Power Struggle" once per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 7, 2026
48± 7/ 100
Power Score
Intrinsic 45
Deck 50

Zombie Power Struggle — Power Evaluation

Final Score: 48 ± 7 · Confidence: Medium

  • Intrinsic: 45 · Deck: 50 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

Zombie Power Struggle is a Quick-Play that swings one Zombie's ATK by 1000 for a turn, plus a once-per-turn GY effect that shuffles a banished Zombie into the Deck to Set itself back, banished when it leaves the field. The card converts a banished Zombie into a repeatable +/-1000 trick and a second use of itself, but it does not build a board, search, or remove anything, so the score stays near the middle. Its presence in 74 sampled decks, its high co-occurrence with Zombie World, and its ATK-based appeal earned no points on their own; they only confirm it is a practical Zombie-deck card, and the GY cost keeps its value conditional.

Axis scores

Axis Score Evidence
Accessibility 50 Live in hand as a Quick-Play whenever a Zombie is on the field, and it appears in 74 sampled decks, but no combo starter or searched data is supplied to confirm practical routes to the GY (observed, inferred).
Combo & Conversion 20 The text only swings ATK and does not summon, search or build a board, and no combo boards record it as a payoff or starter (inferred, verified).
Resource Economy 45 The GY effect trades a banished Zombie back into the Deck to re-Set itself, which is roughly card-neutral rather than an advantage gain (verified text, inferred value).
Effect & Interaction 40 The -1000 option can win a battle or blunt an attacker, but it is a soft, Zombie-only effect rather than negation or removal (verified text, inferred strength).
Material Utility 5 A Spell card cannot be used as material, and it provides no level, attribute or name for Extra Deck summons (verified).
Resilience & Flexibility 50 The GY re-use gives a second use per game, but it is once per turn, needs a banished Zombie, and only works in the Main Phase (verified text, inferred resilience).
Deck-Building Efficiency 55 A single copy in most decks (avg 1.3 copies, 58 of 74 decks run one), with no garnet or lock, though the Zombie-only targeting narrows where it is useful (observed, verified).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Utility. Intrinsic ≈ 45, Deck ≈ 50, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap single-copy Quick-Play trick that can change a battle on any turn a Zombie is on the field
  • GY effect gives a second use per game without a garnet or lock
  • Broadly included in 74 sampled decks across 20 archetypes, so it is practical rather than a niche pick

Weaknesses

  • Targets only Zombie monsters, so it does nothing on non-Zombie boards
  • No board building, search or removal; its value is a one-turn ATK swing
  • GY effect costs a banished Zombie and works only in your Main Phase, once per turn

Counters / choke points

  • Quick Effect negation in response to activation is a standard answer (inferred)
  • Opponent non-Zombie boards make it dead (verified from text)

Best use

Recovery/Recursion trick slot in Zombie-type decks. Decks: Zombie World, Eldlich, Zombies, Red-Eyes. Suggested copies: 1.

Evidence & gaps

  • Verified: Quick-Play Spell with a Zombie-only +/-1000 ATK target effect; GY effect: Main Phase, shuffle a banished Zombie into the Deck, Set this card, banish when it leaves the field, once per turn; Spell card, so it cannot be material; Appears in 74 sampled decks with an average of 1.3 copies
  • Observed: Co-occurs most often with Zombie World (91.9%) and Necroworld Banshee (83.8%); Spread across 20 archetypes and 4 gameplay types
  • Inferred: Quick-Play trick is most useful as a battle or response card; GY recursion is roughly card-neutral in value; Once-per-turn and Zombie-only limits keep its ceiling low
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies assumed no usage statistics (StatisticsCard), so inclusion is from the 74-deck sample only no top-card ranking data











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