Clown Crew Deck #770967 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Griffoh x3, Mulcharmy Purulia x3, Clown Crew Flair x3. Created Oct 21, 2026 by YGO Mod.

Deck Clown Crew OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 22, 2026
54± 7/ 100
Power Score
Structural 61
Reliability 52
Going First 66
Going Second 66

Deck — Deck Power Evaluation

Final Contextual Deck Power: 54/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 61.4
Going First 66
Going Second 66
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Light and Darkness Ritual boss monsters (Black Luster Soldier, Black Chaos, Magician of Dark Chaos) and tribute-summoned Clown Crew Biancaviso, supported by Clown Crew Extra Deck fusion, synchro and xyz bodies; Clown Crew Cappello and Biancaviso attacks, with Clown Crew Diabolo piercing damage if it is in the Extra Deck (it is not in this list)
  • Turn 1 (going first): Open on a Clown Crew Flair or Malabarisme / Ritual Summon line, use Matinee Operatics or Soiree Operations to bring out a Clown Crew body, and hold hand traps (Ash Blossom, Ghost Ogre, Droll & Lock Bird) for the opponent's first activation
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Maxx C, Droll and Red Reboot to break the opponent's first engine, then rebuild through Mulcharmy draw bodies and Pot of Sloth
  • Recovery: Recur Flair and Malabarisme from the GY, use Mulcharmy Purulia and Fuwalos to draw back cards, and rebuild the Ritual boss from the GY through Light and Darkness Ritual
  • After siding: No side deck is registered, so there is no post-side plan; the deck cannot change its interaction or matchup plan between games

Why it scores here

The deck reliably opens a Clown Crew or Ritual line: the Clown Crew core (Flair, Malabarisme, Rehearsal, Matinee, Soiree, Finale, Cappello, Biancaviso) has an 0.87 chance of at least one core card in a 5-card opening hand, and the searcher text covers about 0.81 of hands (Inferred, hypergeometric). Its conversion ceiling is a Light and Darkness Ritual boss, but no recorded boards exist, so the ceiling and median are text-only reads and D4 stays near neutral. The deck's real strength is interaction density: seven hand traps, Enemy Controller, Mind Mirror Force, Gordian Slicer and Red Reboot give it layered answers and draw engines (Mulcharmy, Pot of Sloth) that keep it in the game after disruption. The score is not a popularity bonus and not an average of card scores; the weak points are the absent side deck (D12), the off-archetype splash spread across Light and Darkness Ritual, Mulcharmy, Cyclone, Greed and Harpie (31.4% exact-name purity), and a Pilotability burden from multi-step tribute and Ritual math.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(>=1 core card in opening hand of 5) ≈ 0.87 for the 18-copy archetype core; P(>=1 three-copy starter) ≈ 0.25; searcher text in 15 copies gives ≈ 0.81 (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Brick risk is moderate: 12.5% of 5-card hands have no core card, and seven hand traps plus Light and Darkness pieces can be dead when the engine is not live (Inferred)
D3 Combo Conversion & Ceiling 62 Ceiling reads from text: Ritual Summon of Black Chaos / Black Luster Soldier / Magician of Dark Chaos plus Biancaviso tributes; no recorded boards to confirm the line (Inferred)
D4 Combo Floor & Median Output 50 No combo data and no usage-derived power index; floor and median are unknown and held near neutral (Provisional)
D5 Interruption Resilience & Route Redundancy 66 Seven hand-trap or negation-capable cards plus GY recursion (Flair, Malabarisme, Mulcharmy draw) give more than one route after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Two Mulcharmy draw bodies, Pot of Sloth, Biancaviso draw and Matinee end-phase draw sustain card flow (Inferred from text)
D7 End-Board & Interaction Quality 74 Interaction density is high: Enemy Controller (3), Mind Mirror Force (2), Gordian Slicer (2), Ash Blossom (2), Ghost Ogre (2), Dragon's Mind (1), Harpie's Feather Duster (1) and Red Reboot (1) layer answers on the end-board (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 70 Going-second hand traps: P(>=1 hand trap in opening hand of 6) ≈ 0.58; Ritual bosses at 2500–3000 ATK with negation text challenge a board (Inferred)
D9 Offensive Pressure & Closing Power 66 Closing bodies are 2500–3000 ATK Ritual / Tribute bosses, but several require full Tribute setup and there is no end-board or damage data (Inferred)
D10 Main Deck Efficiency & Flexibility 56 55-card main is legal but high-slot: 33 distinct main cards with 12 at 2 copies and 5 at 3 copies, plus 25 Level-0 spells and traps; compactness is only moderate (Inferred)
D11 Extra Deck Efficiency & Coverage 52 Extra Deck is at its 15-card limit with 11 distinct cards; the splash (Linkuriboh, Herald, Golden Cloud Beast, Wind Pegasus, Cyberse Contract Witch, ASHLAN U1000) shows low archetype coverage (Verified count, Inferred quality)
D12 Side Deck Adaptability 12 No side deck is registered (0 of 15 allowed), so there is no post-side plan; score reflects absence rather than a weak side list (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament data and no dated meta sample; format fit is unmeasured and held at neutral (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Ritual Summons, tribute and banish costs, and Pendulum scale arrangement give many decision points and several failure modes for the intended player (Inferred)

How the score was computed

Strategy profile: 80% Midrange / 20% Combo. Structural ≈ 61.4, Going First ≈ 66, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: banlist exposure (-2); engine_conflicts_off_archetype_splash (-2); no Side Deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*61.4 + 0.20*52 = 59.5, minus 6 modifiers = 53.5, rounded to 54

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.87 · key two-card combo ≈ — · full-brick estimate ≈ 0.13 (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 accessible: 0.87 chance of at least one core card in a 5-card opening hand
  • Layered interaction: seven hand traps and about a dozen negate or destroy effects
  • Draw and recursion engines (Mulcharmy x2, Pot of Sloth, Biancaviso, Matinee) sustain card flow after disruption
  • High-ATK Ritual bosses (Black Luster Soldier, Black Chaos, Magician of Dark Chaos) at 2800–3000 ATK give closing power

Weaknesses

  • No side deck: no post-side adaptation
  • Low exact-name archetype purity (31.4%) with several splash lines competing for slots
  • Limited-status singletons and Semi-Limited Ash Blossom tie the list to banlist status
  • No recorded combos, tournament data or usage-based power index to verify the median

Critical choke points

  • Clown Crew Flair and Malabarisme as the first Special Summon / Ritual enabler; without them the Clown Crew engine stalls
  • Light and Darkness Ritual or a level-8 tribute as the sole route to the boss monsters
  • Hand-trap density on the going-second turn (≈0.58 chance of at least one hand trap in 6 cards)
Priority Remove Add Reason
1 Harpie's Feather Duster Side deck (15 slots) with a second hand trap or floodgate for post-side flexibility A deck with no side deck cannot adapt between games; Harpie's is a one-copy Limited spell that only hits Spell/Trap cards
2 Herald of the Arc Light Clown Crew Meteor or Clown Crew Dristy Herald is a Limited single-copy Extra Deck card with archetype Herald that has no Clown Crew support; a Clown Crew Extra Deck body would raise D11 coverage
3 Cyberse Contract Witch / Wind Pegasus @Ignister A second Clown Crew Diabolo or Fiends Off-archetype Extra Deck bodies dilute the engine; core Clown Crew Extra Deck cards are the archetype's stated payoffs

Evidence & confidence

  • Verified: Main Deck 55 and Extra Deck 15 are within the OCG size rules (main 40–60, extra 0–15, side 0–15); Limited single-copy cards (Droll & Lock Bird, Harpie's Feather Duster, Herald of the Arc Light, Linkuriboh, Maxx C, Red Reboot) are run at legal counts; Ash Blossom & Joyous Spring is run at 2 copies, the Semi-Limited maximum; Exact-name archetype purity is 31.4% (22 of 70 archetype-related copies)
  • Inferred: Starter access ≈ 0.87 for the archetype core in a 5-card opening hand; Brick rate ≈ 0.13 for a 5-card opening hand with no core card; Interaction density is high across the hand-trap, negate and removal text; Going-second hand-trap probability ≈ 0.58; Going-first and going-second structural estimates
  • Provisional: Meta Power (no dated metagame sample); Format fit and matchup coverage (no tournament data); Post-side plan (no side deck)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry: going-first/second, matchup, brick and OTK rates are Inferred or unknown Meta Power is provisional without a dated metagame sample No side deck registered, so post-side performance cannot be scored

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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