Clown Crew Deck #765641 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Nibiru, the Primal Being x3, The Great Gallant Bandit x3. Created Oct 14, 2026 by YGO Mod.

Deck Clown Crew TCG

Created by: YGO Mod (20517634)

Created On: 10/14/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 17, 2026
35± 8/ 100
Power Score
Structural 54
Reliability 45
Going First 50
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 53.5
Going First 50
Going Second 56
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Clown Crew Ritual/Synchro/Fusion board pressure converted by Tribute Summon chains (Biancaviso, Cappello, Flair) and Zaborg/Packbit-class bosses in the Extra Deck; Mulcharmy draw-engine attrition using Fuwalos and Purulia
  • Turn 1 (going first): Open on Clown Crew Rehearsal or Cappello and Mulcharmy Fuwalos for card advantage, then Tribute into a Clown Crew Extra Deck boss; hand traps held for the opponent's first activation
  • Turn 2 (going second): Hold Ash Blossom, Ghost Belle, Ghost Ogre, and Droll & Lock Bird as hand traps to interrupt the opponent's board, then rebuild with Clown Crew Biancaviso draws
  • Recovery: Clown Crew Flair and Clown Crew Finale re-enable a Clown Crew monster from the GY or banishment after a hand-trap-heavy hand is spent
  • After siding: No side deck is supplied; no post-side plan can be assessed

Why it scores here

The deck opens reliably into a Clown Crew engine: the archetype core has an estimated 99% chance of at least one card in the opening hand, so the engine is usually live on turn 1 or 2. Its strongest feature is interaction, with 13 hand traps and 26 removal-text cards giving it several answers per game and strong going-second presence. Conversion is credible but untested, since no recorded boards exist, so the combo ceiling and median are text-based inferences. The score is capped low because the list is illegal: Ash Blossom & Joyous Spring is run three times against a limit of two, so this is a theoretical, structural-only read. Popularity of the archetype and the Clown Crew core were not counted as power, and the card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one Clown Crew core card in opening hand) ≈ 0.99; P(at least one of a 3-copy starter in hand of 5) ≈ 0.25 (Inferred)
D2 Opening-Hand Quality & Brick Management 45 13 hand traps and 18 tech cards in 55 main slots mean many hands are interaction-only with no board; off-archetype copies 42 of 55 (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; ceiling inferred from text of Biancaviso, Cappello, Flair, and Clown Crew Finale (Inferred)
D4 Combo Floor & Median Output 45 No combos supplied; median output cannot be measured and is a text-only estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Several independent routes (Mulcharmy draw, Cappello, Rehearsal, Finale) and recursion from GY/banishment (Inferred)
D6 Resource Economy, Recovery & Grind 55 Draw and search text across Upstart Goblin, Droll & Lock Bird, Mulcharmy, Clown Crew Flair, and Rehearsal (Inferred)
D7 End-Board & Interaction Quality 70 13 hand traps, 11 negation-text cards, and 26 removal-text cards across the main deck (Verified tags, Inferred quality)
D8 Going-Second & Board-Breaking Power 66 Going-second hand traps plus Clown Crew Biancaviso negation and draw text; no going-second combo split available (Inferred)
D9 Offensive Pressure & Closing Power 50 Boss ATK 2200–2900 across Biancaviso, Zaborg, Malong, Packbit, and TY-PHON; no end-board recordings (Inferred)
D10 Main Deck Efficiency & Flexibility 50 55 main cards with 24 distinct; 40% exact-archetype purity and heavy tech density reduce compactness (Verified composition)
D11 Extra Deck Efficiency & Coverage 50 15 Extra cards across Synchro, Link, Fusion, and Xyz with several off-archetype bosses; Super Starslayer TY-PHON is not Clown Crew support (Inferred)
D12 Side Deck Adaptability 10 Side deck is empty (0 cards), so there is no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; matchup fit is Provisional
D14 Pilotability & Error Tolerance 40 Multi-step Tribute and Ritual chains with several opponent-response decisions per turn (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 53.5, Going First ≈ 50, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist exposure (-4); No side deck (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 51.8 - 8 = 43.8, then capped at 35 because the list is Illegal (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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 near-certain to be drawn (≈0.99 at least one in opening hand)
  • Heavy interaction density: 13 hand traps plus negation and removal text
  • Multiple independent Clown Crew starters and recursion routes

Weaknesses

  • Illegal list: Ash Blossom & Joyous Spring run 3 copies against a limit of 2
  • High off-archetype density (60% of copies) and tech slots reduce hand quality
  • No side deck and no recorded boards, so consistency and post-side claims are unverified

Critical choke points

  • Dependence on a single Clown Crew Tribute Summon line for board conversion
  • Ash Blossom copy count must be reduced to 2 before the deck can be played legally
Priority Remove Add Reason
1 1x Ash Blossom & Joyous Spring 1x legal-count replacement (e.g. a Clown Crew card or a non-Semi-Limited hand trap) Restores legality; the deck cannot receive a normal score while over the copy limit
2 1x tech card (e.g. Called by the Grave or Triple Tactics Talent) Side deck of 15 cards Adds post-side adaptability, which the current list lacks entirely

Evidence & confidence

  • Verified: Main deck 55, Extra deck 15, Side 0, all within TCG size rules; Ash Blossom & Joyous Spring run 3 copies vs legal limit 2 (Semi-Limited); Archetype core probability ≈ 0.99 from hypergeometric draw table
  • Inferred: Starter and brick estimates from hypergeometric draw table and card text; Interaction density from role-hint tags and card text; Going-second strength from hand-trap count
  • Provisional: Meta power and matchup fit (no dated metagame sample)
  • Data gaps: No recorded combos; floor, median, and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record absent No side deck supplied; best-of-3 adaptation unassessable No win-rate telemetry exists in YGOVN

More TCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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