Clown Crew Deck #770519 — Yu-Gi-Oh! TCG

56 Main, 15 Extra, incl. Artifact Lancea x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 21, 2026 by YGO Mod.

Deck Clown Crew TCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Low
35± 10/ 100
Power Score
Structural 55
Reliability 45
Going First 55
Going Second 65

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 55
Going First 55
Going Second 65
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: tcg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Clown Crew Extra Deck summons (Diabolo, Dristy, Meteor, Fiends) enabled by Ritual/Pendulum/Clown Crew searchers, with Egyptian God and Fusion/Synchro boss backup (Nerva, Packbit, Malong) (Inferred from text; no boards); Mulcharmy and Tuner-based Synchro boss lines, plus Dominus/Solemn interaction to protect the board (Inferred)
  • Turn 1 (going first): Opening starter (Cappello, Rehearsal, or Flair) to reach a Ritual/Pendulum body, then a Clown Crew follow-up into Extra Deck summons; the 8.7 percent proxy brick rate is a P(no archetype core card in 5) estimate (Inferred)
  • Turn 2 (going second): Six-card hand with a hand trap (Ash, Infinite Impermanence, Artifact Lancea, Ghost Ogre) to answer the opponent's starter, then rebuild through Clown Crew searchers (Inferred)
  • Recovery: Mulcharmy draw effects, Clown Crew New Face and Matinee Operatics recursion, and the Clown Crew Finale graveyard banish cost (Inferred from card text)
  • After siding: Not evaluable: the deck runs no side deck, so there is no post-side plan. Legal copy-limit fixes would still leave the list without sideboard support.

Why it scores here

The deck has a real Clown Crew engine: the archetype core (18 copies) gives roughly an 87 percent chance of at least one core card in the opening five, which earns a moderate-to-good accessibility score (Inferred). Its interaction density is strong, with 11 hand traps, 14 negation-text cards and two Solemn-style answers, which drives the interaction and going-second scores. Scoring is held back by the lack of any recorded boards, so ceiling and median are text-only estimates, and by an empty side deck, which leaves no post-side plan. The list is also about 38 percent exact-name archetype purity, with 21 generic cards, so engine coherence is a concern. Popularity was not credited (usage stats show only 8 of 25 core cards present), and card scores were not averaged; the score reflects the system as a whole, and the Illegal status caps the final value.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(at least one archetype-core card in 5) = 0.87; core is 18 copies of 56 main (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Spell/Trap share is 28 of 56 main, many with conditional use; proxy brick rate about 0.13 (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; text-supported 2-3 card Clown Crew Extra lines (Inferred)
D4 Combo Floor & Median Output 40 Median and floor not observed; no combo corpus supplied (Inferred)
D5 Interruption Resilience & Route Redundancy 55 11 hand traps and multiple recursion and search routes give redundancy; no interruption data (Inferred)
D6 Resource Economy, Recovery & Grind 50 Mulcharmy draw effects and Clown Crew recursion; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 72 14 negation-text cards, 11 hand traps, two Solemn-style answers; layering is strong (Inferred from text)
D8 Going-Second & Board-Breaking Power 70 Going-second hand trap probability about 0.75 across 11 hand traps (Inferred)
D9 Offensive Pressure & Closing Power 55 Nerva ATK 3300, Packbit ATK 2900, Biancaviso ATK 2500; closers are limited by Extra summon routes (Inferred)
D10 Main Deck Efficiency & Flexibility 45 24 distinct main cards, 38 percent exact-name purity, 21 generic slots; compactness is weak (Verified structure, Inferred read)
D11 Extra Deck Efficiency & Coverage 50 15 Extra cards with 6 non-Clown boss/Extra pieces mixed into 7 Clown Crew Extra cards (Verified structure, Inferred read)
D12 Side Deck Adaptability 20 Side deck is empty; no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or meta sample; format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Extra-summon sequencing and frequent conditional negation timing (Inferred)

How the score was computed

Strategy profile: Combo primary with Midrange secondary (approximately 80/20 selection; weights taken from the Combo profile). Structural ≈ 55, Going First ≈ 55, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy-limit exposure (-8); No side deck (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*55.4 + 0.20*45 - 12 = 41.3; capped at 35 because the deck is Illegal (over-limit Ash and Super Polymerization, no sideboard). Meta Power is null (Provisional).


More TCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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