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.

Deck Clown Crew OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
51± 8/ 100
Power Score
Structural 61
Reliability 52
Going First 66
Going Second 64

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)
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

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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