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.
Created by: YGO Mod (20517634)
Created On: 10/20/2026
Main Deck (40)
- Clown Crew Biancaviso x3
- Nibiru, the Primal Being x2
- The Winged Dragon of Ra - Sphere Mode x1
- PSY-Frame Driver x1
- Clown Crew Cappello x3
- Clown Crew Flair x3
- Ash Blossom & Joyous Spring x3
- Effect Veiler x3
- Ghost Belle & Haunted Mansion x1
- PSY-Framegear Delta x2
- PSY-Framegear Gamma x1
- Clown Crew Malabarisme x3
- Clown Crew Matinee Operatics x1
- Clown Crew Rehearsal x3
- Pot of Prosperity x1
- Preparation of Rites x3
- Clown Crew Finale x1
- Clown Crew New Face x1
- Clown Crew Soiree Operations x1
- Infinite Impermanence x3
Extra Deck (15)
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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
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