Clown Crew Deck #770369 — Yu-Gi-Oh! Master Duel

41 Main, 15 Extra, incl. Clown Crew Cappello x3, Clown Crew Flair x3, Ash Blossom & Joyous Spring x3. Created Oct 21, 2026 by YGO Mod.

Deck Clown Crew Master Duel

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 22, 2026
57± 6/ 100
Power Score
Structural 61
Reliability 58
Going First 55
Going Second 64

Deck — Deck Power Evaluation

Final Contextual Deck Power: 57/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 60.8
Going First 55
Going Second 64
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Tempo, Stun
  • Format: master-duel

Legality

Main 41 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Tribute-Summon Clown Crew monsters (Biancaviso 2500 ATK, Extra Deck Synchro/Xyz/Link/Fusion bodies such as Super Starslayer TY-PHON, Golden Cloud Beast - Malong, Nerva) to convert a board after the Clown Crew engine resolves; Hand-trap and removal-text interaction (12 hand traps, 19 removal-text, 11 negation-text) that keeps the opponent from establishing their own board, so a single Clown Crew line can stick
  • Turn 1 (going first): Open with a Clown Crew starter (Rehearsal, Malabarisme or Flair) and use Clown Crew New Face or Matinee Operatics to extend; hold Ash Blossom, Ghost Ogre, Effect Veiler or Droll as turn-one interaction for the opponent's first activation. Probability of a 3-copy starter in a 5-card hand is about 0.33 (Inferred).
  • Turn 2 (going second): Use the 6-card hand to present a hand trap (about 0.89 chance of at least one hand trap in 6 cards, Inferred) against the opponent's first board, then Tribute-Summon or Special Summon a Clown Crew monster to convert on the same turn.
  • Recovery: Recover from a disrupted starter by using Clown Crew New Face (shuffle 3 Clown Crew cards from GY/banish back into the Deck and draw 1) and Malabarisme recursion from the GY, then rebuild through Preparation of Rites and Rehearsal's GY-banish Ritual Summon.
  • After siding: No side deck is registered (Side Deck size 0 of a permitted 0-15). Master Duel is normally single-game, so there is no real post-side plan; any matchup adaptation must come from a rebuilt main deck.

Why it scores here

The deck scores on the system: a dense Clown Crew core (about 0.999 chance of at least one archetype card in an opening 5, Inferred) gives it a usable engine, and three different 3-copy starters plus searchers (about 0.81 chance of a searcher in 5, Inferred) keep the engine reachable without relying on one card. Its interaction is the strongest feature: 12 hand traps, 11 negation-text and 19 removal-text cards make it hard for a single opposing line to finish, and this is credited in D7 and D8 without being counted twice. Recursion through New Face and Malabarisme plus the Extra Deck's large Synchro, Xyz and Link bodies support D5, D6 and D9. The score is held back by the lack of any recorded boards (combo ceiling and median are text-only inferences), by a low archetype-purity of 46 percent (30 of 41 main copies are not Clown Crew by exact name), and by a zero-card side deck. Archetype popularity and usage statistics confirm that the list is a real, accessible build; they did not add points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one 3-copy starter in 5 cards) is about 0.33 and the archetype core is about 0.999 in hand, with a searcher group about 0.81 (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Hand traps and Clown Crew cards that need a board are dead on a turn-one going-first hand, and the hand-trap group is 12 cards, so brick risk is moderate (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable recorded boards; the Tribute-Summon draw, double-summon and Extra Deck conversion are read from card text only (Inferred)
D4 Combo Floor & Median Output 48 No combo boards, so the floor and median cannot be measured; text-only reads put the typical output below the ceiling (Inferred)
D5 Interruption Resilience & Route Redundancy 68 Three independent starters, New Face and Malabarisme recursion, and Ghost Belle GY recovery give several routes after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Clown Crew New Face shuffles 3 Clown Crew cards back to draw 1, Flair draws, and Rehearsal can be re-used from the banish zone (Inferred from card text)
D7 End-Board & Interaction Quality 74 12 hand traps, 11 negation-text and 19 removal-text cards, with Crossout Designator, Dominus Purge and Herald of the Arc Light as on-field answers (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 62 Going-second hand-trap chance is about 0.89 (Inferred), and Crossout, Dominus Purge and Herald provide board breaking, but no recorded going-second combo split exists (Inferred)
D9 Offensive Pressure & Closing Power 74 Several 2500+ ATK bodies in the Extra Deck, Biancaviso at 2500 ATK, and Clown Crew Diabolo's double piercing (verified card text) provide closing power (Inferred)
D10 Main Deck Efficiency & Flexibility 50 41 main cards with 24 distinct names; exact-name archetype purity is 46.4 percent, and 22 copies are generic, so the list is only moderately compact (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards across 11 distinct names: four Clown Crew extra-link/synchro/xyz/fusion engines and seven flexible single bodies, all within the 15-card limit (Verified composition)
D12 Side Deck Adaptability 30 No side deck is present (Side Deck size 0), and Master Duel is normally single-game, so post-side adaptability is effectively absent (Verified composition; weighted low)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample exists; archetype usage statistics are present but show no meta share (Provisional)
D14 Pilotability & Error Tolerance 45 Many decision points, Tribute-Summon restrictions and the Special Summon effect lock on Clown Crew cards; the guide warns that one can lock oneself out by misreading cards (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 60.8, Going First ≈ 55, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: engine_mixed_subarchetypes (-2); unrecoverable_choke_point (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers(-3) = 0.80*60.8 + 0.20*58 - 3 = 57.2, rounded to 57

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.33 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense archetype core: the Clown Crew engine is reachable in almost every opening hand
  • 12 hand traps plus removal and negation text give broad interaction
  • Recursion and draw through New Face, Malabarisme and Flair support grind
  • Extra Deck has strong bodies (TY-PHON 2900, Malong 2200, Nerva 3300) and multiple summon types

Weaknesses

  • No side deck (Side Deck size 0) and no recorded boards, so the deck's real performance cannot be checked
  • Only 46 percent exact archetype purity; the engine is spread across sub-archetypes
  • Hand traps are dead when the opponent does nothing on turn one going first
  • Usage statistics mark several Extra Deck cards (Fiends, Diabolo, Meteor, Malong, Herald, Nerva, Pegasus, Linkuriboh, Packbit) as absent even though the card list includes them

Critical choke points

  • Only three 3-copy starters (Rehearsal, Malabarisme, Flair) gate the engine; a turn-one hand without one leaves the hand trap plan alone
  • Clown Crew Malabarisme and Rehearsal are both named by the guide as choke points
Priority Remove Add Reason
1 One Preparation of Rites A side-deck or extra main copy of a hand trap or removal card Preparation of Rites is a 2-copy searcher with a narrow Ritual-only target, and the deck has no side slots to adapt; a more flexible card keeps the deck's interaction plan consistent.
2 None A short side deck (up to 15 cards) to answer the most common opposing threats No side deck is registered; even a few cards allow a real matchup plan and raise D12 from about 30.
3 None Recorded boards or a dated meta sample Without combo boards the D3 and D4 scores are text-only inferences, and D13 has no matchup evidence.

Evidence & confidence

  • Verified: Legal status: 41 main, 15 extra, 0 side, Master Duel size rules 40-60 / 0-15 / 0-15; Limited copy limits satisfied: Maxx C, Herald of the Arc Light, Crossout Designator and Bystial Magnamhut each 1 copy; Droll and Lock Bird 2 copies Semi-Limited; Composition: 24 distinct main names, 11 distinct Extra names, 26 of 41 main copies exact Clown Crew (46.4 percent purity)
  • Observed: Usage statistics show the Clown Crew core is standard in the archetype (core_present 15 of 25)
  • Inferred: Opening-hand starter probability about 0.33 and archetype-core presence about 0.999 (hypergeometric); Interaction density (12 hand traps, 19 removal-text, 11 negation-text) drives D7 and going-second D8; Recursion routes (New Face, Malabarisme, Flair) support D5 and D6; Going-first and going-second splits are estimated from card text, not recorded games
  • Provisional: Meta Power is null; archetype meta share is not supplied; D13 matchup and format fit scored at a neutral 50 with no dated sample
  • Data gaps: No recorded combos supplied: combo ceiling, median and floor are text-only inference No tournament link: archetype meta share and per-pilot match record are absent No win-rate telemetry: going-first, going-second and matchup signals are Inferred Meta Power is provisional because no dated metagame sample was supplied usage statistics marks several Extra Deck cards in this deck (Clown Crew Fiends, Diabolo, Meteor, Linkuriboh, Wind Pegasus, Packbit, Herald, Malong, Nerva) as copies_in_deck 0, contradicting the cards list; the cards list was trusted for composition Deck title is null; the deck is identified only by id 770369 and archetype

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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