Clown Crew Deck #769431 — Yu-Gi-Oh! OCG
55 Main, 15 Extra, incl. Griffoh x3, Mulcharmy Purulia x3, Clown Crew Flair x3. Created Oct 20, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/20/2026
Main Deck (55)
- Black Chaos x2
- Clown Crew Biancaviso x2
- Droll & Lock Bird x1
- Griffoh x3
- Maxx "C" x1
- Mulcharmy Fuwalos x1
- Mulcharmy Purulia x3
- Skull Archfiend of Chaos x1
- The Great Gallant Bandit x2
- Veidos the Eruption Dragon of Extinction x1
- Clown Crew Cappello x2
- Black Luster Soldier - Soldier of Light and Darkness x1
- Clown Crew Flair x3
- Magician of Dark Chaos - Black Chaos x1
- Ash Blossom & Joyous Spring x2
- Fydraulis Harmonia x2
- Ghost Ogre & Snow Rabbit x2
- Clown Crew Malabarisme x3
- Clown Crew Matinee Operatics x1
- Clown Crew Rehearsal x1
- Gordian Slicer x2
- Harpie's Feather Duster x1
- Hey, Space Trunade! x2
- Light and Darkness Ritual x1
- Pot of Sloth x2
- Spell Card "Enemy Controller" x3
- Spell Card "Soul Exchange" x1
- Clown Crew Finale x1
- Clown Crew Soiree Operations x1
- Dragon's Mind x1
- Mind Mirror Force x2
- Mind Shuffle x2
- Red Reboot x1
Extra Deck (15)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 51/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 61 |
| Going First | 66 |
| Going Second | 64 |
| Meta Power | provisional |
| Tournament Reliability | 52 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Control
- Format: ocg
Legality
Main 55 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Boss monsters from the Clown Crew and Light and Darkness Ritual sub-theme (Clown Crew Biancaviso, Black Luster Soldier, Magician of Dark Chaos, Nerva) attacking on a board cleared by hand traps and Spell/Trap interaction (Inferred); Synchro and Link beats (Clown Crew Meteor, Golden Cloud Beast - Malong, Wind Pegasus @Ignister) and Tribute Summon chains that add Clown Crew monsters (Inferred)
- Turn 1 (going first): Open with Clown Crew Matinee Operatics or Clown Crew Malabarisme to Special Summon Clown Crew monsters from the Deck, then convert into a Ritual, Synchro or Tribute Summon boss (Inferred)
- Turn 2 (going second): Use hand traps (Ash Blossom and Joyous Spring, Ghost Ogre and Snow Rabbit, Maxx C, Droll and Lock Bird, Red Reboot) to stop the opponent's first Normal Summon or search, then rebuild a board from the hand and Clown Crew effects (Inferred)
- Recovery: Use Clown Crew graveyard effects (Malabarisme, Soiree Operations, Finale) and Mulcharmy draw effects to refill the hand and re-launch the engine after a board wipe (Inferred)
- After siding: None. The deck runs no Side Deck, so there is no post-side plan.
Why it scores here
The deck reliably opens an engine: 18 copies of the Clown Crew core are in the Main Deck, giving roughly an 87% chance of at least one in a 5-card opening hand (Inferred), and the core cards are heavily used in the archetype (Clown Crew Matinee Operatics 96%, Clown Crew Flair 91%, Clown Crew Malabarisme 74% usage, Verified). Its strongest system-level feature is interaction density: seven hand traps, two Ash Blossom and Joyous Spring, and several removal or negation Spells and Traps give it layered answers on both turns (Inferred). Conversion is plausible through Synchro, Link and Tribute Summon routes into 2500 to 3300 ATK bosses, but there are no recorded boards, so the ceiling and median stay text-based and Inferred. The score is held down by the absence of any Side Deck, the split between Clown Crew and Light and Darkness Ritual pieces, and the single copy of Light and Darkness Ritual that the Ritual bosses depend on. Popularity and archetype usage confirm the list is real and accessible but did not earn points on their own, and card scores were not averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | P(>=1 core Clown Crew copy in 5-card hand) = 0.87 across 18 copies; Clown Crew Matinee Operatics and Flair are 3-copy and single-copy starters (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 58 | Seven hand traps and two Ash Blossom copies plus Ghost Ogre dilute hands on the going-first turn; a 6-card going-second hand gives about 58% for one hand trap (Inferred) |
| D3 | Combo Conversion & Ceiling | 60 | No recorded boards; text-only read of Malabarisme, Biancaviso and Matinee summon chains to 2500-3300 ATK bosses gives a plausible ceiling (Inferred) |
| D4 | Combo Floor & Median Output | 52 | Median output is unobserved (combo data has 0 boards); starter diversity from Clown Crew, Mulcharmy and Ritual routes is the only proxy (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 65 | Multiple independent starters and graveyard recursion (Malabarisme, Soiree Operations, Finale) allow a second line after one interruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 66 | Mulcharmy draw effects, Pot of Sloth and Clown Crew graveyard recursion regenerate resources (Inferred from card text) |
| D7 | End-Board & Interaction Quality | 80 | Enemy Controller, Mind Mirror Force, Harpie's Feather Duster, Gordian Slicer, Red Reboot, Droll and Lock Bird and Maxx C give high interaction density (Verified text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 62 | Going-second combo data absent; hand traps and Ghost Ogre give force-interaction, but the deck has no board-breaker beyond bosses (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | Bosses at 2500-3300 ATK with Black Chaos, Nerva and Magician of Dark Chaos, and Diabolo double piercing from Extra (Verified stats, Inferred conversion) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 55 Main Deck cards with 25 non-monster cards and 8 tech cards; 48 of 55 Main copies are off the exact archetype name (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 58 | Full 15-card Extra Deck covering Synchro (6), Fusion (3), Xyz (2) and Link (4), with 11 distinct cards; some slots such as Dristy and ASHLAN are single-copy (Verified composition) |
| D12 | Side Deck Adaptability | 15 | No Side Deck (Side Deck size 0); post-side adaptability is absent, so this dimension is scored near floor (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or dated meta sample; archetype usage is accessible but matchup fit is Provisional |
| D14 | Pilotability & Error Tolerance | 40 | Requires Ritual, Tribute Summon, Pendulum and Link sequencing across many named effects with multiple once-per-turn restrictions (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Toolbox secondary (disclosed; weights applied are Midrange). Structural ≈ 61, Going First ≈ 66, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: No side deck (-3); Engine conflicts (-2); Single-copy Ritual spell choke point (-2); Limited single-copy restrictions (-1). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*61 + 0.20*52 - 8 = 51 (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.87 · key two-card combo ≈ — · full-brick estimate ≈ 0.13 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- 18 Clown Crew core copies give high starter access on the going-first turn (Inferred)
- Dense interaction: seven hand traps, Ash Blossom, Enemy Controller, Mind Mirror Force, Gordian Slicer (Verified text)
- Broad Extra Deck coverage across Synchro, Fusion, Xyz and Link routes (Verified)
- High-ATK boss options at 2500-3300 ATK (Verified)
Weaknesses
- No Side Deck, so post-side adaptability is absent (Verified)
- Only 31.4% exact-name archetype purity; 48 of 55 Main copies are off-archetype (Verified)
- Ritual bosses depend on a single Light and Darkness Ritual (Verified composition, Inferred impact)
- No recorded boards or tournament record, so the ceiling and median are unverified (Verified data gap)
Critical choke points
- Single copy of Light and Darkness Ritual gates Magician of Dark Chaos and Black Luster Soldier (Inferred)
- Clown Crew Matinee Operatics and Malabarisme as opening starters; a hand without either leans on Flair (Inferred)
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | none | Side Deck of 8-15 cards | Post-side adaptability is missing entirely (D12 = 15); a Side Deck would address the Best-of-3 gap |
| 2 | Pot of Sloth | second Light and Darkness Ritual | Pot of Sloth is off-archetype and weak in a 2-copy slot; a second Ritual spell reduces the single-copy choke point for Magician and Black Luster Soldier |
Evidence & confidence
- Verified: Legality: 55 Main, 15 Extra, 0 Side within format size rules; all Limited and Semi-Limited copies within legal copies; Composition counts: copy histogram, Extra Deck breakdown, archetype purity 31.4%, role tag counts; Usage stats: Clown Crew Matinee Operatics 96% and Clown Crew Flair 91% core inclusion; Card text read for hand traps, removal, negation and boss effects
- Inferred: Hypergeometric starter access: 0.8747 for 18 core copies in a 5-card hand; Going-first and going-second strength reads and the ceiling and median estimate from text; Engine conflict and choke point assessments
- Provisional: Meta Power (null) and matchup fit (D13 = 50) without a dated metagame sample; Tournament Reliability and going-second power, which depend on unobserved outcomes
- Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record absent No win-rate telemetry; going-first, going-second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null and no guides are attached
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