Clown Crew Deck #770533 — Yu-Gi-Oh! TCG

41 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Nibiru, the Primal Being x3, Clown Crew Cappello 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
MidrangeConfidence: LowEvaluated Oct 22, 2026
35± 8/ 100
Power Score
Structural 55
Reliability 50
Going First 52
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 55
Going First 52
Going Second 60
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: tcg

Legality

Main 41 / 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 extra-deck boards backed by Nerva, TY-PHON and Biancaviso pressure; Mulcharmy draw-and-disrupt attrition into a Clown Crew board
  • Turn 1 (going first): Clown Crew Rehearsal or Malabarisme to set up Clown Crew monsters; Nibiru and hand traps guard the first full turn
  • Turn 2 (going second): Ash Blossom, Droll & Lock Bird and Mulcharmy Fuwalos/Purulia break the opponent's first turn, then Clown Crew Cappello and Flair rebuild the board
  • Recovery: Clown Crew Flair and Malabarisme recycle from the GY; Mulcharmy draws and Mystical Space Typhoon clears the backrow
  • After siding: Not evaluable: the deck runs no side deck (0 of 15 slots used)

Why it scores here

The deck reliably opens a Clown Crew core: the evidence shows 19 archetype-core copies with about 96% chance of at least one in an opening hand (Inferred), and 12 searcher-text cards give about 84% at least one searcher in hand. Its interaction is the main strength, with 7 hand traps and 5 negation-text cards, so it can disrupt the opponent going second. Conversion is unmeasured because the export has no recorded boards, so the ceiling and median come from card text only and stay wide. The deck is not scored from its card averages, and popularity earns nothing: the archetype usage data only confirms the core is standard. The deck has no side plan, runs 46% exact-name Clown Crew purity with several sub-archetypes, and is illegal on two over-limit Semi-Limited cards, so the final score is capped low and treated as structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 archetype-core card in opening hand of 5) ≈ 0.96 across 19 copies; P(≥1 Clown Crew Cappello) ≈ 0.33 (Inferred)
D2 Opening-Hand Quality & Brick Management 58 12 searcher-text cards and 7 hand traps give functional hands, but the extra-only Clown Crew Fusion/Synchro/Xyz pieces create dead-hand risk (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling is inferred from text only (Clown Crew Biancaviso and Nerva) (Inferred)
D4 Combo Floor & Median Output 45 No combos recorded, so the median is unknown and set at a low-mid value (Provisional)
D5 Interruption Resilience & Route Redundancy 55 7 hand traps, Ash Blossom and Droll & Lock Bird cover some disruption; Mulcharmy draw recovers cards; no independent second route is measured (Inferred)
D6 Resource Economy, Recovery & Grind 58 Searchers and GY recursion (Flair, Malabarisme, Finale) regenerate resources; Extra-Deck spend is high (Inferred)
D7 End-Board & Interaction Quality 66 7 hand traps, 5 negation-text cards and 14 removal-text cards give layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 62 Going-second hand traps and Mulcharmy draw effects contest an established board; no recorded going-second split (Inferred)
D9 Offensive Pressure & Closing Power 58 Nerva (3300 ATK), TY-PHON (2900) and Biancaviso (2500) give a high end-board ceiling; no end-board samples recorded (Verified stat / Inferred)
D10 Main Deck Efficiency & Flexibility 55 41 main cards across 19 distinct cards with 10 tech slots and three ritual/pendulum sub-engines; 3-of density is high (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra cards across 11 distinct; Fusion/Synchro/Xyz/Link mix is adjustable but mandatory access is not measured (Inferred)
D12 Side Deck Adaptability 20 Zero side cards in the list; no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype usage shows a standard core only (Provisional)
D14 Pilotability & Error Tolerance 40 Requires managing Pendulum, Ritual, Fusion, Synchro and Xyz lines with multi-step sequencing (Inferred)

How the score was computed

Strategy profile: Midrange primary, Stun secondary; Midrange weights used as the structural base. Structural ≈ 55, Going First ≈ 52, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-4); engine conflicts (-2); no side deck (-2); illegal-deck cap (-11). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 54; modifiers -8 gives 46; Illegal-deck cap applied gives 35 (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core engine has 19 copies and high access to at least one piece
  • Seven hand traps and 19 negation or removal text cards give layered interaction
  • High end-board ceiling from Nerva, TY-PHON and Biancaviso

Weaknesses

  • Illegal: Ash Blossom and Super Polymerization are each run 3 times against a limit of 2
  • Zero side deck, so no post-side adaptation
  • Only 46% exact-name archetype purity; several sub-archetypes compete for slots
  • Extra-Deck pieces and ritual/pendulum lines raise dead-hand and sequencing risk

Critical choke points

  • Clown Crew Cappello and Flair both need a specific Clown Crew route to go live
  • Ritual and Pendulum summons depend on specific hand cards
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring None required (fixes legality) Over the Semi-Limited limit of 2; the list is illegal until this is fixed
2 1 copy of Super Polymerization None required (fixes legality) Over the Semi-Limited limit of 2; the list is illegal until this is fixed
3 Off-archetype tech slot (e.g. Nibiru or Mulcharmy filler) A side deck of 15 cards The deck has no post-side plan and no adaptability

Evidence & confidence

  • Verified: Legality: 41 main, 15 extra, 0 side; Ash Blossom and Super Polymerization over the Semi-Limited limit; Card text and banlist status for all listed cards; Archetype usage shows Clown Crew core cards at 100% inclusion
  • Inferred: Opening-hand consistency probabilities (hypergeometric); Hand-trap and interaction density from role tags and text; Going-first and going-second split estimates
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit
  • Data gaps: No combos supplied: floor, median and ceiling come from text only No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry exists in YGOVN Meta Power is provisional unless a dated metagame sample is supplied

More TCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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