If the evil tile is really 1x1 (and reanimating), and unless you have nasty evil weather, you're totally golden. Make your refuse pile outside of that area, and have dwarves gather refuse from outside, and you won't have undead problems. You can usually figure out exactly which parts are evil, especially if it's the only part with an aquifer, because the stone will be different, the grass will be brown, and the trees will be dead.
Here's what I do with reanimating evil/not-evil borders: the world's second-best archery range.
X = Burrow named "Shooting Gallery"
|
|
Decontamination |
| chamber |
| V
| ╔═╩┼╩═╗ ╔═════╗
`->║+++++║ ║.....║
╚═╦┼╦═╝ ╠╬╬╬╬╬╬═╗
║+║ Not evil ║++X++┼+║ <--Anti-scare airlock
---╔═╩┼╩═╗--- ----╠╬╬╬╬╬╣+║---
║+Ñ+++║ Evil ║.....╠┼╝
║++Ñ+Ñ║ ║.....║
║Ѳ/≤+║ ║.....║▲ <-- Ramp to
║≤²+≤²║ ║.....║ hatch-covered
║²/Ѳ≤║ ║.....║ pitting hole
╚═════╝ ╚═════╝
Z Z+1
This is a training facility for marksdwarves. Enemies or enemy corpses are pitted into the evil chamber, or placed in cages and released. If you use building destroyers, replace the doors with drawbridges. Marksdwarves are ordered to defend the Shooting Gallery burrow. As undead revive, the marksdwarves shoot them down. If you need to clean the cage out, for example if you catch a Bronze Colossus (which makes a better target, as it gives lots of experience and won't die so you don't have to wait for it to revive), allow the undead into the decontamination chamber. They'll get killed by the marksdwarves, and won't revive.
DO NOT put this near a kitchen unless you make sure to use only sentients. Cooks will attempt to path to fresh corpses or skeletons, fail because of locked doors or drawbridges, and cancel spam at you. It might be worth covering the pit with a retractable bridge, in case a marksdwarf drops some legendary biscuits in the gallery and you get cancel spam when a noncombatant tries to pick it up.
You should have legendary marksdwarves within a year.