Clown Crew Deck #769543 — Yu-Gi-Oh! OCG

57 Main, 15 Extra, incl. Artifact Lancea x3, Clown Crew Biancaviso x3, Mulcharmy Fuwalos 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: LowEvaluated Oct 20, 2026
35± 8/ 100
Power Score
Structural 59
Reliability 52
Going First 55
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 59
Going First 55
Going Second 62
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 57 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Clown Crew Tribute Summon pressure (Biancaviso, Nerva) converted through Clown Crew Extra Deck summons; Vanity's Ruler summon lock plus Mulcharmy card-advantage attrition
  • Turn 1 (going first): T1 Clown Crew Rehearsal or Malabarisme to reach a Ritual or Clown Crew Extra Deck summon; hold Ash Blossom and Ghost Belle for the opponent's first Quick Effect
  • Turn 2 (going second): Six-card hand with 15 hand traps (Ash, Ghost Belle, Ghost Ogre, Effect Veiler, Droll, Nibiru) to break the opponent's first board, then Tribute-summon into Biancaviso
  • Recovery: Ghost Belle and Ghost Ogre recover from the GY or field; Clown Crew Flair and Rehearsal re-enter through GY effects
  • After siding: Not evaluable: Side Deck size is 0, so no post-side plan exists in this list

Why it scores here

The deck's engine is reliably accessible: 24 Clown Crew core copies give a roughly 94% chance of at least one core card in a 5-card opening hand (Inferred), so the deck usually opens a live starter. Its interaction layer is the main strength, with 15 hand traps, 14 negation-text cards, and 22 removal-text cards giving broad coverage across both turns. Conversion from starter to pressure is solid but has no recorded boards to measure it, so ceiling and median are both inferred from card text. Scores come from consistency, interaction density, and Extra Deck coverage read on the system as a whole, not from averaging card scores and not from Clown Crew's popularity or usage share. The list is Illegal: Ash Blossom is run at 3 copies against an OCG limit of 2 and Triple Tactics Talent is Forbidden, so the structural read is capped at 35 and labelled theoretical; the uncapped contextual formula would land near 46, and the missing side deck caps Post-Side Plan at 15.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one core card in opening 5) ≈ 0.94 across 24 Clown Crew core copies; starter copies at 3 each (Inferred)
D2 Opening-Hand Quality & Brick Management 58 57-card main with 21 tech and 15 hand-trap slots raises dead-card risk; no Normal Summon conflicts found (Inferred)
D3 Combo Conversion & Ceiling 60 No recorded boards; ceiling inferred from Biancaviso Tribute Summon draw and negation text plus Nerva Fusion route (Inferred)
D4 Combo Floor & Median Output 50 No recorded boards; median inferred as lower than ceiling because the line needs several specific pieces (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Ghost Belle and Ghost Ogre re-engage from GY; Flair and Rehearsal recur; Effect Veiler and Ash give repeat interaction (Inferred)
D6 Resource Economy, Recovery & Grind 62 GY recursion from Ghost Belle, Flair, and Rehearsal offsets resource spend; no netCardAdvantage data (Inferred)
D7 End-Board & Interaction Quality 74 14 negation and 22 removal-text cards plus 15 hand traps give layered interaction; Ash over-limit lowers durability (Inferred semantic)
D8 Going-Second & Board-Breaking Power 66 Going-second hand traps and Ghost Belle negate a first board; no going-second win data (Inferred)
D9 Offensive Pressure & Closing Power 60 Nerva 3300 ATK, Biancaviso 2500 ATK, and Vanity's Ruler lock give closing power; no end-board sample (Inferred)
D10 Main Deck Efficiency & Flexibility 48 57 main cards with 22 level-0 spell and trap slots is near the 60 cap and somewhat bloated for consistency (Inferred)
D11 Extra Deck Efficiency & Coverage 62 15 Extra slots across Fusion, Synchro, Link, and Xyz with Clown Crew core coverage; Nerva and Garura flex (Inferred)
D12 Side Deck Adaptability 15 Side Deck size is 0; no post-side plan exists (Verified count, scored as Provisional)
D13 Matchup Coverage & Format Fit 45 No tournament or meta sample; archetype share absent, so neutral placeholder (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Clown Crew chains and many hand-trap timing decisions raise decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 59, Going First ≈ 55, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: banlist exposure (-8); no side deck (-4). Final formula: Illegal cap: uncapped 0.80*Structural(59) + 0.20*TournamentReliability(52) + modifiers(-12) ≈ 46; capped to 35 per Illegal rule (theoretical, structural-only). Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · key two-card combo ≈ — · full-brick estimate ≈ 0.06 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core engine reliably opens (≈94% core-in-hand)
  • Dense interaction across hand traps, negations, and removal
  • Extra Deck covers Fusion, Synchro, Link, and Xyz routes

Weaknesses

  • Illegal copy counts (Ash x3, Triple Tactics Talent Forbidden)
  • No side deck; no post-side plan
  • Bloated 57-card main with many tech slots

Critical choke points

  • Clown Crew Rehearsal and Malabarisme as the main starter route
  • Ash Blossom and Ghost Belle as the main interaction stack
  • Extra Deck Clown Crew Dristy / Meteor for the Tribute-summon engine
Priority Remove Add Reason
1 Triple Tactics Talent (Forbidden) and one Ash Blossom & Joyous Spring Legal interaction or Clown Crew engine card Makes the list legal so it can receive a normal contextual score
2 One tech slot Side deck (up to 15) Restores a post-side plan for best-of-3 play

Evidence & confidence

  • Verified: Illegal copy counts for Ash Blossom (3 vs 2) and Triple Tactics Talent (Forbidden); Main 57, Extra 15, Side 0 counts; Hand-trap, negation, and removal text counts
  • Inferred: ≈94% core-in-hand from hypergeometric draw table; Interaction quality (D7) from card text; Ceiling and median from text only (no recorded boards)
  • Provisional: Meta Power; Matchup fit (D13)
  • Data gaps: no combos supplied: floor, median, and ceiling are text-only inference no tournament link: meta-share and per-pilot record absent no win-rate telemetry for going-first, going-second, or matchups no side deck: post-side plan cannot be evaluated

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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