Clown Crew Deck #765256 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Nibiru, the Primal Being x3, The Great Gallant Bandit x3. Created Oct 13, 2026 by YGO Mod.

Deck Clown Crew TCG

Created by: YGO Mod (20517634)

Created On: 10/13/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
35± 10/ 100
Power Score
Structural 55
Reliability 48
Going First 60
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 55
Going First 60
Going Second 62
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Combo
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Clown Crew Extra Deck boards (Clown Crew Meteor, Dristy, Diabolo, Fiends) converting into high-ATK beaters such as Clown Crew Biancaviso (2500 ATK), Zaborg the Mega Monarch (2800 ATK) and Super Starslayer TY-PHON - Sky Crisis (2900 ATK); Garura, Wings of Resonant Life double-damage attacker and Clown Crew Diabolo piercing damage, both carried by Clown Crew summons
  • Turn 1 (going first): Open with Clown Crew Rehearsal or Clown Crew Flair to add Clown Crew pieces, convert into a Ritual or Extra Deck Clown Crew boss, and hold Ash Blossom, Ghost Ogre and Ghost Belle as hand traps for the response
  • Turn 2 (going second): Hold 13 hand traps (Ash Blossom, Nibiru, Ghost Ogre, Ghost Belle, Droll and Lock Bird) and negate or destroy the opponent's first board, then rebuild through Clown Crew Rehearsal and Mulcharmy draw effects
  • Recovery: Recover from the GY through Clown Crew New Face and Clown Crew Finale recursion text and Mulcharmy draw effects, then re-summon from the Extra Deck (Inferred from card text)
  • After siding: Not available: the deck runs 0 Side Deck cards, so no post-side plan exists in the evidence

Why it scores here

The deck's Clown Crew core is dense: the archetype-core group is about 0.99 likely to be present in a five-card opener (archetype-core proxy, Inferred), and the Clown Crew engine pieces are run at 2-3 copies each, so the engine usually comes online. Interaction is the strongest part of the system: 13 hand traps and about 26 removal-text cards give a going-second hand-trap probability of about 0.82 (Inferred), and the Extra Deck supplies high-ATK closers. The score is held down because the list is illegal (Ash Blossom at 3 copies against a limit of 2), it has no recorded boards or combos to measure a floor or median, 42 of 55 Main Deck copies sit outside the exact Clown Crew name across four sub-archetypes, and it carries no Side Deck. Popularity in the archetype stats and the card-level strength of the Extra Deck beaters were not averaged into the score; the score comes from consistency, interaction and closing power on the system, with the illegal-list cap applied.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one archetype-core card in a 5-card opener) about 0.99 across 34 core copies; 3-copy starters about 0.25 each (Inferred)
D2 Opening-Hand Quality & Brick Management 50 13 hand traps and 8 searcher-text cards, but 42 off-archetype copies (Cyclone, Mulcharmy, Monarch, Tri-Brigade) create conflicting hands (Inferred)
D3 Combo Conversion & Ceiling 58 No parseable boards; ceiling inferred only from card text such as Clown Crew Rehearsal Ritual chains and Extra Deck summons (Inferred, text-only)
D4 Combo Floor & Median Output 45 No recorded boards, so the median is unknown; provisional only (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Three distinct interruption routes (Ash Blossom, Ghost Ogre and Ghost Belle, Nibiru) and Mulcharmy/New Face recursion give some redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 55 Upstart Goblin, Mulcharmy draw effects and Clown Crew Flair/Rehearsal searchers give card flow, but no net-advantage data exists (Inferred)
D7 End-Board & Interaction Quality 65 Lightning Storm, Called by the Grave, Triple Tactics Talent, Ghost Ogre, Zaborg and Clown Crew Soiree/Finale removal give broad interaction (Inferred from text)
D8 Going-Second & Board-Breaking Power 68 Going-second hand-trap probability about 0.82 with negate text on Biancaviso and Gallant Bandit (Inferred)
D9 Offensive Pressure & Closing Power 62 Extra Deck beaters at 2200 to 2900 ATK plus Garura double damage and Diabolo piercing (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck cards with only 24 distinct names and 40% exact-name purity; within 40-60 size rules but diluted (Verified counts, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 58 15 Extra Deck cards: Meteor 3, Dristy 2, Diabolo 2, Fiends 2 core, plus four one-ofs including off-archetype Tri-Brigade Ferrijit (Verified composition)
D12 Side Deck Adaptability 20 Side Deck is empty (0 of 15 allowed), so no post-side adaptability exists (Verified, zero side count)
D13 Matchup Coverage & Format Fit 50 Tournament context unavailable; no dated meta sample supplied (Provisional)
D14 Pilotability & Error Tolerance 40 Many interacting Clown Crew and off-archetype effects across Ritual, Synchro, Link, Fusion and Xyz routes raise the decision load (Inferred)

How the score was computed

Strategy profile: Balanced (default, strategy unclear without combo evidence). Structural ≈ 55, Going First ≈ 60, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: copy-limit violation (-5); no post-side plan (-4); engine conflicts (-3). Final formula: Illegal list: pre-cap 0.80*Structural(55.4) + 0.20*TournamentReliability(48) + Modifiers(-12) = 41.9; capped to 35 for copy-limit violation; theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · 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

  • Dense Clown Crew core with 3-copy engine pieces (Rehearsal, Flair, Cappello, Ghost Ogre)
  • Thirteen hand traps and broad removal-text coverage for going second
  • Extra Deck closers at 2200 to 2900 ATK with several summon routes

Weaknesses

  • Illegal list: Ash Blossom & Joyous Spring is run at 3 copies against a limit of 2
  • No Side Deck, so no post-side plan
  • 40% exact-name purity; 42 off-archetype Main Deck copies dilute the engine
  • No combo boards recorded, so floor and median cannot be measured

Critical choke points

  • Clown Crew Rehearsal and Flair are the main searchers; losing them to hand traps or interruption slows the engine
  • Extra Deck summons depend on Clown Crew Meteor, Dristy, Diabolo and Fiends being live
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring 1 copy of Clown Crew Soiree Operations (legal at 3 copies) Restores legality (Ash Blossom to 2 copies) and adds a Clown Crew card instead of a third hand trap
2 None A Side Deck of up to 15 cards The deck runs zero side cards, so it has no post-side plan; adding one is the largest structural gap
3 Off-archetype one-ofs (Tri-Brigade Ferrijit, Enigmaster Packbit, Golden Cloud Beast - Malong) Clown Crew-name support cards Raises exact-name purity from 40% and reduces engine conflicts across sub-archetypes

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 counts and size rules (tcg 40-60 / 0-15 / 0-15); Ash Blossom & Joyous Spring at 3 copies vs legal limit 2 (Semi-Limited); Copy histogram and exact-name purity 40%; Hand-trap count 13 and removal-text count 26
  • Inferred: Archetype-core opening probability about 0.99 (proxy, not single-starter); Going-second hand-trap probability about 0.82; Interaction quality from card text (negation, removal); Going-first and going-second power blends
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament context)
  • Data gaps: Illegal list: score is a capped structural-only estimate No combos supplied; combo floor, median and ceiling are text-only inference No Side Deck, so no post-side evidence No tournament link; archetype meta-share and per-pilot record absent Usage statistics mark Clown Crew Fiends, Diabolo, Dristy and Garura as not in deck, but cards[] lists them in the Extra Deck (copies 2, 2, 2, 1); the core-card match appears to ignore the Extra Deck, so the missing_core list is unreliable No win-rate telemetry exists in YGOVN; Meta Power is Provisional

More TCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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