Clown Crew Deck #769618 — 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
ComboConfidence: Medium
30± 8/ 100
Power Score
Structural 55
Reliability 45
Going First 52
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 55
Going First 52
Going Second 60
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Clown Crew Ritual/Fusion/Synchro/Xyz/Link board pressure (Biancaviso, Diabolo, Meteor, Fiends, Dristy) (Inferred); Scarlight Red Dragon Archfiend and Draco Berserker of the Tenyi as Synchro closers (Inferred)
  • Turn 1 (going first): Open Clown Crew Rehearsal or Preparation of Rites to search a Ritual/Clown Crew starter, then Malabarisme or Cappello to extend (Inferred)
  • Turn 2 (going second): Use the hand traps (Ash Blossom, Effect Veiler, Infinite Impermanence, Nibiru) to answer the opponent's first board, then rebuild through Clown Crew Flair and Biancaviso (Inferred)
  • Recovery: Flair and Rehearsal recover Ritual Monsters and Spells from the Deck and GY; Soiree Operations and Finale recur from GY (Inferred)
  • After siding: Not evaluable: the deck has no Side Deck, so there is no post-side plan (Verified)

Why it scores here

The deck is scored as a structural system only, because its Ash Blossom & Joyous Spring count of 3 exceeds the OCG limit of 2, which makes the list Illegal and caps the final score. Its strongest structural feature is access: the 22-card Clown Crew core gives an estimated 0.987 chance of at least one core card in a 5-card opening hand, and the 13 hand traps give about 0.92 chance of at least one in a 6-card going-second hand (Inferred). Interaction density is high, with 16 negation-text cards and 14 removal-text cards, which supports the going-second and interruption scores. Combo conversion and floor are scored from card text alone because the export has no recorded boards, so the ceiling and median are weakly grounded (Inferred). The deck has no Side Deck, which holds back its adaptability and reliability. Archetype popularity (Clown Crew usage stats) confirms the list is a real, accessible build but did not add power, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 Archetype core group P(at least one in 5-card hand) = 0.987; Rehearsal and Flair give multiple starter routes (Inferred)
D2 Opening-Hand Quality & Brick Management 55 22-card core plus 13 hand traps keeps most hands functional; some redundant Ritual/Spell overlap raises brick risk (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards; ceiling inferred from Ritual/Fusion/Synchro/Xyz/Link text and Biancaviso draw/negate effects (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output is unknown and kept near neutral (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent hand-trap and starter lines (Ash, Veiler, Nibiru, Gamma, Rehearsal, Flair) allow recovery after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Recursion via Finale, Soiree Operations, New Face and Flair gives moderate grind; no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 70 13 hand traps, 16 negation-text cards and 14 removal-text cards give broad interaction layering (Inferred)
D8 Going-Second & Board-Breaking Power 65 Going-second hand-trap probability of 0.92 supports challenging an established board; no going-second win data exists (Inferred)
D9 Offensive Pressure & Closing Power 55 Biancaviso (2500 ATK) and Synchro/Link closers give closing power; no end-board observations exist (Inferred)
D10 Main Deck Efficiency & Flexibility 55 40 main with 56.4 percent exact-name Clown Crew purity and 14 tech slots; compact but with some off-archetype splash (Verified)
D11 Extra Deck Efficiency & Coverage 60 15 Extra slots cover Synchro, Xyz, Fusion and Link with 3-copy core, but several slots are one-copy flex cards (Verified)
D12 Side Deck Adaptability 10 No Side Deck at all, so post-side adaptability cannot be scored (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype usage data only confirms the list is accessible (Provisional)
D14 Pilotability & Error Tolerance 40 Multiple Extra-Deck material requirements and tribute chains raise the error rate in play (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 55, Going First ≈ 52, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy-limit cap (-23); No side deck (0). Final formula: Illegal deck: 0.80*Structural(55) + 0.20*TournamentReliability(45) = 53, then capped to 30 by the illegal-list cap (theoretical/structural-only); Meta provisional


More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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