Clown Crew Deck #765383 — Yu-Gi-Oh! Master Duel

60 Main, 15 Extra, incl. Clown Crew Biancaviso x3, Mulcharmy Fuwalos x3, Nibiru, the Primal Being x3. Created Oct 14, 2026 by YGO Mod.

Deck Clown Crew Master Duel

Created by: YGO Mod (20517634)

Created On: 10/14/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 17, 2026
58± 6/ 100
Power Score
Structural 64
Reliability 61
Going First 67
Going Second 66

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 64
Going First 67
Going Second 66
Meta Power provisional
Tournament Reliability 61
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Tempo
  • Format: master-duel

Legality

Main 60 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Tribute Summon and Ritual/Fusion/Synchro engine producing high-ATK bosses (Clown Crew Biancaviso 2500, Nerva 3300, Super Starslayer TY-PHON 2900, Baronne de Fleur 3000) that the opponent must answer on the field.; Synchro and Link pressure from the Extra Deck (Accel Synchro Stardust Dragon, Clown Crew Meteor, Clown Crew Dristy) once the Clown Crew board is established.
  • Turn 1 (going first): Open Clown Crew Rehearsal or Clown Crew Malabarisme (3 copies each) to Ritual or Special Summon Clown Crew monsters, build a Tribute board, and hold hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Effect Veiler) for the opponent's first meaningful activation.
  • Turn 2 (going second): Use the 14 Main Deck hand traps (about 81% chance of at least one in a 6-card hand) to interrupt the opponent's first summon or board, then convert the tempo through Clown Crew Biancaviso (draw and negate on Tribute Summon) and Clown Crew Matinee Operatics.
  • Recovery: Clown Crew New Face, Clown Crew Finale and Clown Crew Soiree Operations recover Clown Crew cards and monsters from the GY or banishment; Mulcharmy Fuwalos and Biancaviso draw cards to rebuild the hand.
  • After siding: None: the list runs 0 side-deck cards, so there is no post-side plan. A best-of-3 would have to be played with the same 60 and 15 cards.

Why it scores here

The deck reliably opens a Clown Crew engine: the archetype core group has about a 98% chance of at least one copy in a 5-card opening hand, and 16 searcher-text cards give about an 80% chance of at least one searcher in hand. Its 14 hand traps and multiple negation and removal effects make the end board harder to stabilise, and recursion (New Face, Finale, Soiree Operations) keeps the line going after one interruption. Pressure comes from several 2500 to 3300 ATK bosses and a 6-card Synchro/Xyz/Link Extra Deck. The score is not driven by Clown Crew being a popular archetype (usage statistics only confirm the list is real), and it is not an average of the individual card scores. The main limits are the lack of a side deck, no recorded combos to measure the floor, and a Tribute and Ritual sequence that punishes misreads.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 Archetype core group P(at least one in hand of 5) = 0.982; each triple-copy starter about 0.233 alone; Rehearsal and Malabarisme are single-point starters per the guide (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Copy histogram 14 triples and 18 singles; 14 hand traps and Ritual-dependent searches reduce dead-hand risk but add conflicting Normal Summon decisions (Inferred)
D3 Combo Conversion & Ceiling 60 No recorded boards; ceiling read from text: Rehearsal into Ritual, Biancaviso Tribute draw plus negate, Matinee and Soiree Special Summons (Inferred)
D4 Combo Floor & Median Output 52 No combos_evidence (total_combos 0); median output is text-only and uncertain, so scored near neutral (Inferred)
D5 Interruption Resilience & Route Redundancy 74 Multiple independent interruption outs (Ash, Ghost Ogre, Ghost Belle, Effect Veiler) plus recursion via New Face and Finale (Inferred)
D6 Resource Economy, Recovery & Grind 72 Searcher-text group P(at least one in hand of 5) = 0.801; Mulcharmy, Biancaviso and Maxx C draw; Matinee draws in End Phase (Inferred)
D7 End-Board & Interaction Quality 74 Interaction density in text is high (negation text 13, removal text 30, hand traps 14); quality is mostly once-per-turn and Limited-card dependent (Inferred)
D8 Going-Second & Board-Breaking Power 66 Going-second hand-trap group P(at least one in hand of 6) = 0.813; board breakers Herald, Baronne, Crossout and Dominus Spark (Inferred)
D9 Offensive Pressure & Closing Power 72 Boss ATK 2500 to 3300 (Nerva 3300, Baronne 3000, TY-PHON 2900); Biancaviso and Stardust at 2500 (Verified stats)
D10 Main Deck Efficiency & Flexibility 58 60 Main Deck with 32 distinct cards; 18 singles add tech flexibility but dilute copy consistency (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 66 Extra Deck of 15 with 12 distinct: Synchro 6, Fusion 4, Xyz 3, Link 2; mandatory duplicates for Diabolo, Fiends, Meteor (Verified composition)
D12 Side Deck Adaptability 20 Side deck is 0 cards; no post-side plan is available for best-of-3 (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated metagame sample; archetype usage available but not a meta share; held at neutral (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Tribute and Ritual sequencing with lock risk when misread (guide notes); high decision count per turn (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 64, Going First ≈ 67, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 61. Modifiers: Absent post-side plan (-3); Single-point choke starters (-2); Banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers, Meta provisional; Structural is the Midrange profile with D13 dropped and re-normalised over 95 weight points

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.98 · key two-card combo ≈ — · full-brick estimate ≈ 0.02 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core engine is almost always accessible in the opening hand (about 98% for the archetype core group)
  • 14 hand traps and 13 negation-text cards give layered interaction on both turns
  • Recursion and draw (New Face, Finale, Soiree, Biancaviso, Mulcharmy) sustain long rounds
  • Extra Deck covers Synchro, Fusion, Xyz and Link, and high-ATK bosses close games

Weaknesses

  • No side deck; no post-side adaptation
  • Engine relies on one-copy Rehearsal and Malabarisme as choke points
  • Several Limited one-copy cards dilute consistency in the Main Deck
  • Low exact-name archetype purity (34.7%) means support cards carry the plan

Critical choke points

  • Clown Crew Rehearsal and Clown Crew Malabarisme for early engine access
  • Ritual-dependent Preparation of Rites and Clown Crew Flair for Ritual Summon routes
Priority Remove Add Reason
1 None (no side deck exists to remove from) A side deck of up to 15 cards covering the most common negation and floodgate threats D12 is 20 because the deck has no post-side plan; a side deck is the largest single structural gain available
2 One of the Limited one-copy cards (Crossout Designator or Herald of the Arc Light) A second engine-access card for the choke point, if the legal list allows Reduces single-point failure on Rehearsal and Malabarisme; based on guide notes and the one-copy slots, not on measured data

Evidence & confidence

  • Verified: Legality: 60 Main, 15 Extra, 0 Side, all restricted copies within limits; Card text and stats from the evidence pack; Archetype usage statistics (29 rows, 25 core cards with 16 present); Copy histogram and Extra Deck breakdown
  • Observed: Usage statistic: Clown Crew core cards present at 16 of 25 core positions
  • Inferred: Hypergeometric consistency estimates (starter, searcher, hand trap); Dimension scores D1-D14 and the going-first/second estimates; Choke-point reading of Rehearsal and Malabarisme from guide text
  • Provisional: Meta Power (null) and D13 matchup fit (held neutral)
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry for going-first, going-second, matchup, starter or brick rates Meta Power is Provisional unless a dated metagame sample is supplied No side deck in the export, so post-side performance cannot be assessed

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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