Red-Eyes Zombie Dragon Lord – #DIFO-EN039
1 Zombie Tuner + 1+ non-Tuner monsters
During your opponent’s turn (Quick Effect): You can target 1 Zombie monster in your GY, except “Red-Eyes Zombie Dragon Lord”; Special Summon it. If this card is in your GY: You can banish 1 Zombie monster you control; Special Summon this card. You can only use each effect of “Red-Eyes Zombie Dragon Lord” once per turn.
Date Reviewed: August 5th, 2022
Rating: 3.94
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:
King of
Lullaby
Hello Pojo Fans,
Red-Eyes Zombie Dragon Lord is the upgrade of Red-Eyes Zombie Dragon from the days of the Zombie Structure Deck.
Level 10 is an upgrade but the ATK/DEF aren’t as high as you’d like to see for a Level 10. Zombie Tuner and anything else like the Zombie Felgrand we reviewed on Wednesday, REZDL is another way to Special Summon a Zombie in the archetype. However, only during your opponent’s turn, while great in terms of responding to their moves, getting another potential big body on the field is good (namely any Zombie Synchro you’ve summoned previously) being able to do this during either turn would be preferred, but that lack of either turn ability was likely a balance to the second effect.
Simple second effect: Banish a Zombie you control and get REZDL back. Okay, trade any Zombie for this? Yes please! Tokens are available for this effect, opponents monsters that have become Zombies thanks to Zombie World. Heck, you can even use a Mind Control with Zombie World out and summon REZDL that way. The most practical way would be using Zombie Master to Special Summon an Ash Blossom your opponent used previously, banishing it for this card. This second effect was meant to be a 1-for-1, but Zombies often have ways of making even trades become far from even.
Special Summon a big Zombie during your opponents turn or a utility Zombie to protect your LP and get a resource, or load up for next turn. REZDL is a worthy addition to the archetype. Best bet is bringing your other Zombie back in the End Phase to avoid any problems, but you should always get a 1-for-1 out of Red-Eyes Zombie Dragon Lord.
Advanced-4/5
Art-4.5/5- Red-Eyes Zombie Dragon Lord took on Doomking Balerdroch and won, and to the victor went the spoils (power/appearance upgrade)
Until Next Time
KingofLullaby
Crunch$G
The week ends off with the final evolution to Red-Eyes Zombie Dragon: Red-Eyes Zombie Dragon Lord.
Zombie Dragon Lord is a Level 10 DARK Zombie Synchro with 2800 ATK and 2400 DEF. Fine stats and good qualities to have. Requirements are any Zombie Tuner and whatever non-Tuner(s) you want. First effect is a Quick Effect on the opponent’s turn, letting you revive a Zombie that isn’t Zombie Dragon Lord, which works well with Felgrand from Wednesday and helps get some of your Zombie boss monsters back on board, or under Zombie World you can revive any of your boss monsters. Second effect lets you revive this from the graveyard by banishing a Zombie you control, so easy to get back on the board on its own without the other Zombies. Each effect is a hard once per turn, but I imagine you’d only use 1 anyways. It helps revive any of your Zombies, even if it is on the opponent’s turn. Good new Zombie boss.
Advanced Rating: 3.5/5
Art: 4.5/5 Undead Red-Eyes Darkness Metal Dragon looks sick.
Alex
Searcy
Closing the week is a big Synchro in Red-Eyes Zombie Dragon Lord (long enough name?). Dark/Zombie are great, of course, Level 10, but only 2800 atk and 2400 def leaving me desiring more. Synchro requirements here are any Zombie Tuner and 1 or more non-Tuner Monsters. A Quick Effect letting you Target and Special Summon any Zombie from your Grave, other than itself, during your opponent’s Turn, no less is just superb. This card also can be Special Summoned from your Grave at the ridiculous cost of simply removing another Zombie from your Field. Each Effect here is Once per Turn. The two Effects here are actually sickeningly good, probably attributes to why it has to be Level 10 so it can’t be dropped to the Field TOO easily. I still wish it had at least 3000 attack, but with how easy the recursion here is, I can’t hate it too much. Being able to drop during the opponent’s Turn is wonderful as well, and while it has no protection, short of being removed itself, it could be around for a good while.
Rating: 4.5/5
Art: 5/5 My God, this is just brilliance.
Mighty
Vee
Red-Eyes support rears its potential yet again with a new boss for Zombies, Red-Eyes Zombie Dragon Lord, who wraps up this week’s Dimension Force coverage. It’s a level 10 DARK Zombie Synchro monster and it needs a Zombie Tuner with any number of non-Tuners to make. While this is actually pretty tough in one card, there are a lot of flexible ways to make Dragon Lord; conveniently, Doomking Balerdroch and Skeletal Dragon Felgrand are both level 8 monsters, and Mad Mauler and Plaguespreader Zombie are both level 2 Zombie Tuners. Climbing with Felgrand will let Dragon Lord revive it later for the banish effect, so ideally you’d do that if possible. Dragon Lord has the typical “juiced up” Red-Eyes stats, with a decent 2800 attack and 2400 defense, though neither are worth writing home about.
Dragon Lord has two hard once per turn effects, with the first being a Quick effect that can only be activated on your opponent’s turn; you can Special Summon any Zombie monster from your Graveyard except another Dragon Lord. While I get that they didn’t want any funny loops, it’s already a hard once per turn; still, it doesn’t change the fact that you can, like I mentioned, bring back Felgrand for its banish or Balerdroch if it somehow was stopped during the Standby Phase. Alternatively, in Quick Synchro builds with Crystron Halqifibrax and accel Tuners, you can just bring back a monster with the appropriate level you need. Dragon Lord’s other effect is typical of a Zombie, letting you Special Summon it from the Graveyard by banishing a Zombie you control. As long as you have a steady stream of Zombie monsters, Dragon Lord can repeatedly come back, though it’s a shame it can’t revive banished monsters for maximum synergy. It’s definitely a good card for Zombies, though it still takes a bit of work to make, so you’ll probably still be relying on Balerdroch for your early plays; it’s nice to have it around just in case you can make it though.
Advanced: 3.75/5
Art: 4.5/5 Love the blue fire being a call-back to Balerdroch (hey, maybe that’s why it can be made with Balerdroch).
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