Clown Crew Deck #754192 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Clown Crew Cappello x3, Clown Crew Flair x3, Ash Blossom & Joyous Spring x3. Created Sep 22, 2026 by YGO Mod.

Deck Clown Crew Master Duel

Created by: YGO Mod (20517634)

Created On: 09/22/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 31, 2026
38± 12/ 100
Power Score
Structural 51
Reliability 45
Going First 50
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 38/100 (±12 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 52
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Tribute-summon Clown Crew boss monsters (Clown Crew Biancaviso 2500 ATK, Nerva 3300 ATK from the Extra Deck) and grind through Clown Crew recursion (Rehearsal, Malabarisme, Flair, Finale).; Link and Synchro beaters from the Extra Deck (Clown Crew Dristy, Enigmaster Packbit, Golden Cloud Beast - Malong) once the board is established.
  • Turn 1 (going first): Open a Clown Crew searcher or Ritual/Pendulum starter (Rehearsal, Malabarisme, Cappello, Flair) and convert it into a Tribute Summon of a boss, protected by hand traps held in hand.
  • Turn 2 (going second): Hold 2 or more hand traps (Ash Blossom, Ghost Ogre, Effect Veiler, Droll & Lock Bird, Ghost Belle) to answer the opponent's first board, then rebuild through GY recursion.
  • Recovery: Banish Rehearsal from the GY for a Ritual Summon, and use Clown Crew New Face and Matinee Operatics to shuffle GY and banished Clown Crew cards back and redraw.
  • After siding: Not evaluable: the deck has an empty Side Deck, so there is no post-side plan.

Why it scores here

This is a theoretical, structural-only read: the list is Illegal because it runs Dimension Shifter (Forbidden in Master Duel), so the score is capped low and is not a normal legal-deck rating. Structurally the deck can reliably reach a Clown Crew starter (the archetype core group is about 99.7% likely to show at least one card in a 5-card opening hand, and a searcher is about 82% likely), and its 12 hand traps give strong disruption on the going-second turn (about 90% to have at least one in a 6-card hand). Its ceiling is real but unmeasured, since there are no recorded boards, so the combo score rests on text reads only. Points are awarded for the system's engine access, interaction density and Extra Deck coverage, not for the archetype's popularity or its 100% core inclusion, and no card scores were averaged. The empty Side Deck, the choke points on the two-card Rehearsal and Malabarisme starters, and the Forbidden card drag the score down further.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one of 3-copy starter in 5-card hand) ~0.34; searcher text ~0.82; archetype core ~0.997 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 12 hand traps and 12 tech cards in 40 main cards, with 2-copy choke points on Rehearsal and Malabarisme noted in guide (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable recorded boards; ceiling read from card text only (Clown Crew Biancaviso, Nerva, recursion loops) (Inferred)
D4 Combo Floor & Median Output 42 No combo evidence, so median output cannot be measured; only text-level reads (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Redundant hand traps and recursion give multiple independent answers; route count not measured (Inferred)
D6 Resource Economy, Recovery & Grind 50 GY and banish recursion (New Face, Matinee, Rehearsal) supports grind, with a 1-card Ritual dependency (Inferred)
D7 End-Board & Interaction Quality 70 12 hand traps and 10 negation texts, plus Dominus Purge and Herald of the Arc Light (Verified card text, Inferred quality)
D8 Going-Second & Board-Breaking Power 45 Going-second hand-trap density is high (~90% for one in 6 cards), but there is no board-breaking evidence (Inferred)
D9 Offensive Pressure & Closing Power 50 Biancaviso 2500 ATK and Nerva 3300 ATK boss monsters; no end-board data (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 58 40 main slots with 23 distinct cards and a high tech count; the Forbidden card lowers legality (Verified composition, Inferred)
D11 Extra Deck Efficiency & Coverage 65 15 Extra Deck slots spread across link, fusion, synchro and xyz, with mandatory and flex choices (Verified composition)
D12 Side Deck Adaptability 15 Side Deck is empty (0 cards), so no post-side adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or meta-share data; format fit cannot be measured (Provisional)
D14 Pilotability & Error Tolerance 50 Ritual, Pendulum and Tribute chains with several decision points per turn (Inferred)

How the score was computed

Strategy profile: pure Midrange weights; Stun noted as secondary but not blended. Structural ≈ 51, Going First ≈ 50, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-10); no side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional), then modifiers (-12); illegal-list cap applied

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.34 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Archetype core is almost always present in the opening hand (about 99.7%)
  • Dense hand-trap suite (12) gives strong going-second disruption
  • Extra Deck has 15 slots with broad summon coverage across link, fusion, synchro and xyz

Weaknesses

  • Illegal list: Dimension Shifter is Forbidden
  • No Side Deck, so no post-side adaptability
  • Only 47.3% of the main deck is the exact archetype name, with 29 off-archetype copies

Critical choke points

  • Clown Crew Rehearsal and Clown Crew Malabarisme are 2-of starters with a combined opening-hand probability of about 0.34
  • Dependence on the Ritual Summon line through Rehearsal's GY banish effect
Priority Remove Add Reason
1 Dimension Shifter a legal Main Deck hand trap or searcher already in the Clown Crew pool Restores legality; the card is Forbidden in master-duel
2 none a Side Deck of 3 to 15 cards Adds post-side adaptability for best-of-3 play, currently absent

Evidence & confidence

  • Verified: Legality: 40 main, 15 extra, 0 side; Dimension Shifter Forbidden and over the copy limit; Card text and stats for all 40 main and 15 extra cards; Archetype core inclusion (Clown Crew cards at 100% inclusion in usage stats)
  • Observed: Usage statistics show the archetype core is run as standard
  • Inferred: Opening-hand probabilities (hypergeometric, Main Deck only); Hand-trap density and going-second disruption estimate; Structural and going-first/second scores from text and composition
  • Provisional: Meta power and matchup fit (no dated metagame sample or tournament link)
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and per-pilot record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, brick and starter rates) Meta Power is Provisional unless a dated metagame sample is supplied Side Deck is empty, so post-side performance cannot be assessed

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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