Clown Crew Deck #769923 — Yu-Gi-Oh! OCG

53 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: Low
35± 10/ 100
Power Score
Structural 55
Reliability 48
Going First 52
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 54.8
Going First 52
Going Second 60
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Combo
  • Secondary strategies: Control, Toolbox
  • Format: ocg

Legality

Main 53 / Extra 15 / Side 0 — status: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Tribute Summon and Ritual/Fusion/Synchro payoffs (Clown Crew Biancaviso 2500 ATK, Nerva 3300 ATK) that close from a built board, with Clown Crew Diabolo piercing as a secondary closer; Recurring Clown Crew engine pieces from GY via Rehearsal, Malabarisme and Soiree Operations to rebuild pressure after interaction
  • Turn 1 (going first): Clown Crew Rehearsal (Tribute a monster) to add Biancaviso and a Clown Crew Spell/Trap, then Malabarisme or Matinee Operatics to Special Summon Clown Crew monsters and reach Tribute Summon lines
  • Turn 2 (going second): Hold Ash Blossom, Effect Veiler, Ghost Ogre and Ghost Belle to negate the opponent's first engine, then rebuild through Matinee Operatics and Cappello
  • Recovery: Clown Crew Flair and Clown Crew New Face recover from the GY and Deck; Preparation of Rites and Matinee Operatics re-search the Ritual engine
  • After siding: No Side Deck is registered, so no post-side plan can be executed in a best-of-3; a side plan is absent

Why it scores here

The deck opens its Clown Crew engine reliably: the archetype core has about a 97% chance of at least one piece in a 5-card opening hand, and searcher text reaches a starter about 70% of the time (Inferred). Its real strength is interaction on the system level: 13 hand traps, 21 negation-text cards and 20 removal-text cards give it a high going-second hand-trap chance (about 83% in a 6-card hand, Inferred). Conversion and median output could not be measured because no boards were supplied, so those scores rest on text reads only. Score is capped at 35 because the list is Illegal: Ash Blossom and Super Polymerization each run 3 copies against an OCG limit of 2. Popularity and archetype usage were not credited, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one archetype-core piece in 5-card hand) ~0.97 and searcher-text group ~0.70 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 23 distinct Spells/Traps with 22 tech cards and a 40% exact-archetype purity point to dead or conflicting draws (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling read only from Biancaviso and Nerva text, no combo measured (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so no floor or median output can be measured; scored as a provisional guess (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Several independent interaction and recursion routes from hand traps and GY revival (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recovery depends on Flair, New Face and Rehearsal, but resource loops are unmeasured (Inferred)
D7 End-Board & Interaction Quality 70 13 hand traps and negation/removal text with Royal Decree and Cursed Seal provide layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 65 Going-second hand-trap coverage ~0.83 for negating an opposing first engine (Inferred)
D9 Offensive Pressure & Closing Power 55 Nerva 3300 ATK and Biancaviso 2500 ATK are real closers, but no end-board data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 40 22 tech cards in a 53-card Main Deck with 3-copy staples lowers compactness and coherence (Inferred)
D11 Extra Deck Efficiency & Coverage 55 Extra Deck has 9 Fusion and 6 Link/Xyz/Synchro, but Diabolo and Fiends are missing from the list (Inferred)
D12 Side Deck Adaptability 10 Side Deck is empty, so no post-side adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 45 No dated metagame or tournament link; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-step Tribute and Ritual chains with many decision points raise pilot load (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 54.8, Going First ≈ 52, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: banlist_exposure (-12); illegal_cap (0). Final formula: 0.80*Structural + 0.20*TournamentReliability = 53.4 before modifiers; then -12 banlist-exposure modifier and theoretical cap at 35 for Illegal list (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.97 · key two-card combo ≈ — · full-brick estimate ≈ 0.03 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Archetype core is almost always accessible in the opening hand
  • Layered hand-trap and negation coverage, strong going-second
  • Real closers in Biancaviso and Nerva

Weaknesses

  • Two cards run over copy limit, so the list is Illegal
  • No Side Deck at all
  • Very high tech count with low archetype purity (39.7%)

Critical choke points

  • Clown Crew Rehearsal and Matinee Operatics as the only reliable engine enablers
  • Ash Blossom and Super Polymerization copy limits
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring Clown Crew card or a legal-limit replacement Brings the list within the OCG Semi-Limited copy limit
2 1 Super Polymerization Clown Crew Diabolo or Clown Crew Fiends as extra-deck fill Fixes the copy-limit violation and adds archetype Extra Deck coverage
3 2 tech cards Side Deck of 10-15 cards Gives the deck a post-side plan for best-of-3

Evidence & confidence

  • Verified: Illegal status: Ash Blossom and Super Polymerization each run 3 copies vs OCG limit 2; Main 53 / Extra 15 / Side 0 counts within size rules; Harpie's Feather Duster and Linkuriboh each run 1 copy within Limited
  • Inferred: Opening-hand probabilities for core and searcher groups; Hand-trap coverage going second; Interaction quality from card text
  • Provisional: Meta Power and format fit (no dated metagame); Floor and median output (no boards)
  • Data gaps: no combos supplied - combo floor, median and ceiling are text-only inference no tournament link - archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN Meta Power is Provisional unless a dated metagame sample is supplied no Side Deck present, so post-side adaptability is unmeasured

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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