Clown Crew Deck #769044 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Clown Crew Biancaviso x3, Clown Crew Cappello x3, Clown Crew Flair x3. Created Oct 20, 2026 by YGO Mod.

Deck Clown Crew OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
60± 6/ 100
Power Score
Structural 65
Reliability 58
Going First 62
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 60/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 64.9
Going First 62
Going Second 70
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Tribute and Ritual chains into Extra Deck bosses (Biancaviso, Fydraulis Harmonia, Nibiru, Packbit, Nerva), with Clown Crew Diabolo, Meteor and Fiends applying pressure; Attrition: hand-trap negation plus Clown Crew recursion outlasts the opponent over several turns
  • Turn 1 (going first): Open with a Clown Crew starter (Rehearsal, Flair, Cappello or Malabarisme) and keep a hand trap for the opponent's first activation
  • Turn 2 (going second): Hold 2-3 hand traps (Effect Veiler, Ash Blossom, Ghost Ogre, Nibiru, Maxx C, Droll) to stop the opponent's first engine, then rebuild through Clown Crew recursion
  • Recovery: Clown Crew New Face (shuffle 3 from GY/banish, draw 1), Malabarisme and Rehearsal GY effects, and Matinee Operatics draw in the End Phase
  • After siding: None: the list runs 0 Side Deck cards, so there is no defined post-side plan

Why it scores here

This is a hand-trap-backed midrange system, scored on the deck as a whole rather than by averaging its cards. Its 11 hand traps and a Clown Crew core run at 3 copies each, so a functional hand is likely on either turn, and recursion routes (New Face, Malabarisme, Rehearsal, Matinee) let it regrind after a disruption. The Extra Deck (15 cards, 10 distinct) turns Tribute lines into large bosses, but there are no recorded boards, so the combo ceiling and median are text-only inferences. The list runs zero Side Deck cards, which holds down its adaptability and the post-side read. Usage statistics confirm a standard list but were treated as context only, and the Extra Deck core matching in the export is inconsistent with the card list, so it added no points. No individual card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 Each 3-of starter has P(>=1 in a 5-card opening hand) = 0.338, and the archetype core group reaches P(>=1) = 0.991 (Inferred, hypergeometric).
D2 Opening-Hand Quality & Brick Management 62 21 of 40 Main Deck cards are not Clown Crew and 9 cards are 3-of, so some hands are hand-trap-only or conflicting; brick risk is moderate (Inferred).
D3 Combo Conversion & Ceiling 66 The ceiling is text-only: Biancaviso draws per Tribute and negates, and Meteor, Fiends and Diabolo convert Tributes into board presence and damage (Inferred, text-only).
D4 Combo Floor & Median Output 52 No recorded boards exist, so median output cannot be measured; 19 distinct Main Deck starters suggest a moderate floor (Inferred).
D5 Interruption Resilience & Route Redundancy 68 11 hand traps, 2-copy Ash and Nibiru, and several recursion routes (Rehearsal, Malabarisme, New Face, Matinee) give independent continuations after one disruption (Inferred).
D6 Resource Economy, Recovery & Grind 74 New Face, Malabarisme and Rehearsal GY effects, Matinee's End Phase draw and Rites's Ritual Spell recovery make the deck regrind well (Inferred from card text).
D7 End-Board & Interaction Quality 75 11 hand traps plus Dominus Purge, Soiree Operations, Finale and Herald give layered Main and End Phase interaction; hand-trap durability is limited (Inferred from text and role flags).
D8 Going-Second & Board-Breaking Power 72 P(>=1 hand trap in a 6-card going-second hand) = 0.876 (Inferred, hypergeometric); Ghost Ogre, Soiree, Finale and Dominus Purge supply board removal (Inferred).
D9 Offensive Pressure & Closing Power 70 Bosses reach Nibiru 3000, Nerva 3300, Packbit 2900, Harmonia 2500, Biancaviso 2500 and Malong 2200 ATK, but reaching them depends on Tribute lines (Inferred).
D10 Main Deck Efficiency & Flexibility 70 40 cards, 19 distinct Main Deck cards and nine 3-ofs, inside the OCG 40-60 range; compact with a few 1-of tech slots (Verified structure).
D11 Extra Deck Efficiency & Coverage 64 All 15 Extra slots are used across 10 distinct cards; Herald and Linkuriboh are the flex slots and Diabolo, Fiends, Dristy and Meteor are core (Inferred).
D12 Side Deck Adaptability 15 0 Side Deck cards, so there is no post-side adaptation (count Verified; post-side performance Provisional).
D13 Matchup Coverage & Format Fit 50 No tournament link or archetype meta-share is supplied, so matchup fit is Provisional and set near neutral (Provisional).
D14 Pilotability & Error Tolerance 52 Tribute, Ritual and hand-trap timing decisions recur every turn across several branches, so pilotability is moderate (Inferred).

How the score was computed

Strategy profile: Midrange. Structural ≈ 64.9, Going First ≈ 62, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: Banlist exposure (-2); Weak post-side plan (-2); Engine conflicts (-1); Engine compactness (2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional/null)

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

  • 11 hand traps plus Dominus Purge, Soiree and Finale give layered interaction on either turn
  • Recursion routes (New Face, Malabarisme, Rehearsal, Matinee) let the deck regrind after disruption
  • Compact 40-card main with 3-of starters and a full Extra Deck of boss monsters

Weaknesses

  • Zero Side Deck cards, so no post-side adaptation (D12 = 15)
  • No recorded boards, so combo ceiling and median are text-only inference
  • Several key hand traps are Limited at 1 copy, reducing redundancy

Critical choke points

  • Hand-trap count (11) is the defensive floor; a hand without one is unprotected on the opponent's first activation
  • Tribute-based summons of specific Clown Crew monsters are needed to reach the Extra Deck bosses
Priority Remove Add Reason
1 none A Side Deck (up to 15 cards, the OCG range) covering the matchup's main threats With 0 Side cards the deck has no post-side adaptation, which is its lowest dimension (D12).

Evidence & confidence

  • Verified: Legal under OCG BanList: all Limited and Semi-Limited copies are at or under limit; Main 40 / Extra 15 / Side 0 within the OCG size rules; Exact-name archetype purity 28/55 (50.9%); Hypergeometric draw probabilities from the Main Deck
  • Inferred: Engine consistency and brick rate (D1, D2); Interaction breadth and going-second hand-trap coverage (D7, D8); Resource regrind from card text (D6); Extra Deck boss closing power (D9)
  • Provisional: Meta power (null: no dated metagame sample); Matchup and format fit (D13); Tournament reliability (58) rests on Inferred dimensions
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record are absent No win-rate telemetry for going-first, going-second, matchup or brick rates Usage statistics' core matching omits Extra Deck cards: Diabolo, Fiends, Dristy, Linkuriboh, Meteor and Nerva show in_this_deck false although the list runs them; core_present_pct 57.9 is understated (true 17/19 = 89.5%, missing only Garura and Called by the Grave) Nerva's card text is truncated in the excerpt, so its Special Summon condition is only partly confirmed Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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