Clown Crew Deck #771099 — Yu-Gi-Oh! OCG

59 Main, 16 Extra, incl. Clown Crew Biancaviso x3, Clown Crew Flair x3, Ash Blossom & Joyous Spring 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
30± 10/ 100
Power Score
Structural 54
Reliability 50
Going First 55
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Medium)

Overall score Value
Structural Deck Power 54.4
Going First 55
Going Second 62
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Tempo
  • Format: ocg

Legality

Main 59 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Tribute Summon and Ritual/Fusion boss monsters (Clown Crew Biancaviso, Albion the Sanctifire Dragon, The Dragon that Devours the Dogma) backed by Clown Crew recursion; Link and Synchro pressure from Clown Crew Dristy and Clown Crew Meteor when the Extra Deck is reachable
  • Turn 1 (going first): Open Clown Crew Rehearsal or Flair to search a Clown Crew card, convert via Tribute into Biancaviso or a Ritual/Fusion boss, and hold Ash Blossom and Ghost Ogre for interaction
  • Turn 2 (going second): Use a hand trap (Ash, Ghost Ogre, Ghost Belle, Effect Veiler, Infinite Impermanence) on the opponent's first engine, then rebuild through Clown Crew Malabarisme and Matinee Operatics
  • Recovery: Recycle Clown Crew Flair, Rehearsal and Cappello from the GY and banish-recover via Clown Crew New Face and Finale
  • After siding: No side deck is registered, so no post-side plan exists in this list

Why it scores here

The deck reliably opens a Clown Crew starter: the archetype core group has about an 88.5% chance of at least one copy in a 5-card opening hand, and the Rehearsal, Flair and Biancaviso lines give it several ways to start. Its interaction is the strongest part of the system, with 13 hand-trap-tagged cards and 25 removal-text cards, and about 79% of going-second 6-card hands contain at least one hand trap. Conversion from the starter to a boss is text-inferred only, because no recorded boards exist, so the ceiling and median scores are held modest. The score comes from consistency, interaction and resilience on the system, not from Clown Crew being a popular archetype, and the individual card scores were not averaged. The deck is illegal in its current form: Ash Blossom is run three times against a limit of two and the Extra Deck holds 16 cards against a maximum of 15, so the final score is capped low and the evaluation is structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one Clown Crew core card in a 5-card opener) = 0.885; 2-card bootstrap via Rehearsal or Flair (Inferred)
D2 Opening-Hand Quality & Brick Management 50 20 tech and 13 hand-trap cards in 59 main; generic interaction inflates non-engine slots and raises brick risk (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable recorded boards; ceiling is text-only from Biancaviso and the Ritual/Fusion bosses (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output is unknown and kept modest (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Several independent interaction routes plus GY recursion from Flair, Rehearsal and Cappello (Inferred)
D6 Resource Economy, Recovery & Grind 60 13 searcher-text cards and recursion through New Face and Finale (Inferred)
D7 End-Board & Interaction Quality 72 25 removal-text and 18 negation-text cards, with Lightning Storm and Harpie's Feather Duster for end-board wipes (Inferred)
D8 Going-Second & Board-Breaking Power 65 About 79% of going-second 6-card hands hold a hand trap; the Limited and Semi-Limited lines add go-second disruption (Inferred)
D9 Offensive Pressure & Closing Power 60 Biancaviso 2500, Albion the Sanctifire Dragon 3000 and The Dragon that Devours the Dogma 3000 as closers, with limited direct pressure (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 45 59 main cards with 20 tech and 20 spells; several low-impact slots such as Scapegoat and Vanity's Ruler dilute coherence (Verified composition, Inferred)
D11 Extra Deck Efficiency & Coverage 40 16 Extra Deck cards exceed the 15 maximum, with 8 Fusion and 4 Link; spread across several sub-archetypes (Verified composition)
D12 Side Deck Adaptability 10 No side deck registered, so no post-side plan can be scored (Provisional)
D13 Matchup Coverage & Format Fit 50 Archetype meta-share and tournament data unavailable; placed at neutral (Provisional)
D14 Pilotability & Error Tolerance 55 Multiple Tribute, Ritual, Pendulum and Fusion steps with many decision points (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 54.4, Going First ≈ 55, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Illegal list cap (-17.5); Banlist exposure (-4); No side deck (-2). Final formula: Illegal deck: 0.80*Structural + 0.20*TournamentReliability + modifiers = 53.5 + modifiers, then capped low at 30 because the list is illegal; Meta provisional

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · 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

  • Core engine opens about 88.5% of the time in a 5-card hand
  • Dense interaction: 13 hand traps and 25 removal-text cards
  • Strong going-second hand-trap coverage at about 79%
  • Multiple GY recursion routes through Flair, Rehearsal and Cappello

Weaknesses

  • Illegal list: Ash Blossom at 3 copies and Extra Deck at 16
  • Off-archetype dilution: only 25 of 59 main copies are exact Clown Crew names
  • No recorded boards, so combo conversion cannot be verified
  • No side deck

Critical choke points

  • Single Clown Crew starter dependency for the boss conversion
  • Extra Deck overflow means one Ritual/Fusion route may be unreachable without cutting an Extra card
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring Nothing (or one legal in-archetype card) Restores legality: Semi-Limited OCG allows only 2 copies
2 One Extra Deck card, for example Favorite HERO Flame Wingman (off-archetype) Nothing Brings the Extra Deck to 15, within the OCG maximum
3 Scapegoat or Vanity's Ruler An in-archetype Clown Crew Spell/Trap Raises archetype purity and starter density

Evidence & confidence

  • Verified: Main 59 and Extra 16 counts from legality; Ash Blossom copies 3 vs legal 2 (Semi-Limited); Extra Deck 16 vs max 15; Card text and stats from resolved card list
  • Inferred: Opening-hand starter and hand-trap probabilities (hypergeometric); Interaction density from text role hints; Going-second hand-trap coverage
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament link)
  • 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 for going-first/second, matchup or brick rate No side deck: post-side plan cannot be scored Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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