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.
Created by: YGO Mod (20517634)
Created On: 10/14/2026
Main Deck (55)
- Clown Crew Biancaviso x2
- Droll & Lock Bird x2
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x2
- Nibiru, the Primal Being x3
- The Great Gallant Bandit x3
- Zaborg the Mega Monarch x2
- Clown Crew Cappello x3
- Clown Crew Flair x3
- Ash Blossom & Joyous Spring x3
- Fydraulis Harmonia x3
- Ghost Belle & Haunted Mansion x2
- Ghost Ogre & Snow Rabbit x3
- Called by the Grave x1
- Clown Crew Malabarisme x2
- Clown Crew Matinee Operatics x2
- Clown Crew Rehearsal x3
- Hey, Space Trunade! x2
- Lightning Storm x3
- Triple Tactics Talent x1
- Upstart Goblin x3
- Clown Crew Finale x1
- Clown Crew New Face x2
- Clown Crew Soiree Operations x1
Extra Deck (15)
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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
Recommended changes
| 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
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