Clown Crew Deck #765806 — Yu-Gi-Oh! Master Duel

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

Deck Clown Crew Master Duel

Created by: YGO Mod (20517634)

Created On: 10/15/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 17, 2026
51± 8/ 100
Power Score
Structural 58
Reliability 48
Going First 62
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 51/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 58
Going First 62
Going Second 60
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Tribute-summon chain of Clown Crew monsters (Biancaviso, Cappello, Flair) into Extra Deck boss monsters (Nerva, Stardust, TY-PHON, Malong) for board and attack pressure; Draw-engine card advantage from Biancaviso, Mulcharmy Fuwalos, Maxx C and Clown Crew New Face, converted into a longer game
  • Turn 1 (going first): Open on Clown Crew Rehearsal or Malabarisme (3 copies each) or Flair to reach a Tribute Summon, then use Biancaviso or Cappello to convert the Tribute into draw and a second body; hold Ash Blossom, Ghost Ogre and Ghost Belle for the opponent's first activation
  • Turn 2 (going second): Use the six-card hand's hand traps (14 in the Main Deck, ~81% to hold at least one) to negate or destroy the opponent's first board, then rebuild through Biancaviso draw and Extra Deck summons
  • Recovery: Recycle from the GY: Malabarisme and Rehearsal's GY and banish effects, Flair's searcher, Preparation of Rites for Ritual Spells, and Linkuriboh and Stardust GY summons
  • After siding: No Side Deck is registered (0 of 15 slots used), so there is no post-side plan. The deck cannot adjust to matchups in a best-of-3 unless a side is built

Why it scores here

The deck reliably opens into a Tribute-summon engine: 12 Clown Crew and Ritual starter copies at 3 each give a ~0.23 chance that any single starter is in the opening 5 and a ~0.98 proxy for at least one archetype-core card, so engine access is good (Inferred). Interaction is the strongest part of the system: 14 hand traps, ~81% chance of at least one going second, and several negate and destroy effects keep an opposing first board from taking over. Conversion is credible but not measured, because no combos were supplied; the ceiling and median are text-only estimates and are scored separately. The score is lowered by a 0-card Side Deck, a choke point on Rehearsal and Malabarisme noted in the guide, and 49 off-archetype copies that dilute the engine. Popularity and archetype usage did not earn points, and no card scores were averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(≥1 of a 3-copy starter in 5) ≈ 0.23 each; archetype-core group P ≈ 0.98; searcher-text group P ≈ 0.80 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 14 hand traps and 49 off-archetype copies raise dead-card risk on a non-engine hand; 3-copy Clown Crew bricks are common (Inferred)
D3 Combo Conversion & Ceiling 62 Biancaviso draw plus Tribute-summon chain and Extra Deck summons give a high text-only ceiling; no recorded boards to confirm (Inferred)
D4 Combo Floor & Median Output 48 No recorded boards, so median output is unmeasured; guide notes choke points on Rehearsal and Malabarisme (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Multiple independent starters (Rehearsal, Malabarisme, Flair, Ancient Chant) and GY recursion give route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 60 Draw engines (Biancaviso, Mulcharmy, Maxx C, New Face) offset spend; no resource signature data (Inferred)
D7 End-Board & Interaction Quality 74 14 hand traps plus Baronne, Herald, Dominus Spark and Soiree/Finale removal; strong layering on paper (Inferred)
D8 Going-Second & Board-Breaking Power 62 Going-second hand traps and Biancaviso negation give board-breaking; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 68 Extra Deck boss monsters at 2200–3300 ATK plus double piercing (Diabolo) and second-attack (Dristy) text (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 58 60 Main slots used, 32 distinct cards, 34.7% exact-archetype purity; some dilution from staples and singletons (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 All 15 Extra slots used across 4 Fusion, 3 Xyz, 6 Synchro and 2 Link; Nerva needs 3 different-type Tributes per excerpt (Verified list, Inferred use)
D12 Side Deck Adaptability 10 0 Side Deck cards registered; no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; Provisional
D14 Pilotability & Error Tolerance 40 Multi-step Tribute, GY and Ritual sequencing with many decision points (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 58, Going First ≈ 62, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: No side deck (-2); Choke point on two GY-dependent starters (-2); Engine conflict across sub-archetypes (-1); Banlist exposure (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers; 0.80*58.4 + 0.20*48 = 56.3, then -5 modifiers = 51

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.23 · 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 hand-trap and negation layer (14 hand traps, ~81% going-second hit rate)
  • Multiple independent Tribute-summon starters and a draw engine
  • Full, legal 15-card Extra Deck with boss options at 2200–3300 ATK

Weaknesses

  • No Side Deck, so no post-side plan
  • Only 34.7% exact-archetype purity; 49 off-archetype copies dilute the engine
  • Choke point on Rehearsal and Malabarisme as two GY-dependent starters

Critical choke points

  • Clown Crew Rehearsal and Clown Crew Malabarisme (3 copies each) are the main starters; losing both to hand-traps or dead draws leaves few lines
  • Herald of the Arc Light (1 copy, Limited) is the only Herald route for graveyard banish and negation
Priority Remove Add Reason
1 Bystial Magnamhut (1 copy, Limited) A second Clown Crew Tribute-summon starter or a Clown Crew Synchro/Xyz Extra Deck option Reduces off-archetype dilution and raises the chance of a Clown Crew engine start (Inferred)
2 None (side-zone gap) A 15-card Side Deck with hand-trap or negation backup and a target for the opponent's main engine Gives a post-side plan in best-of-3 (Inferred; no matchup data)

Evidence & confidence

  • Verified: Legal list: 60 Main, 15 Extra, 0 Side within size rules; All 6 Limited / Semi-Limited cards run within legal copy limits; Card counts and archetype purity from composition
  • Observed: Guide reports Rehearsal and Malabarisme as choke points and notes strong draw and chain-block play
  • Inferred: Starter access probability and archetype-core proxy from hypergeometric draws; Interaction layer rated from card text roles; Combo ceiling and median from text only (no boards)
  • Provisional: Meta and format fit (D13) and Meta Power: no dated metagame sample
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — going-first/second and matchup signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied usage_statistics in_this_deck flags mark Extra Deck cards (Nerva, Malong, Herald, Linkuriboh, Fiends, Meteor, Diabolo) as absent though they appear in the extra zone; core_present_pct 64 is understated and was not used deck title is null

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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