Clown Crew Deck #771902 — Yu-Gi-Oh! OCG

60 Main, 15 Extra, incl. Artifact Lancea x3, Clown Crew Biancaviso x3, Mulcharmy Fuwalos 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
ComboConfidence: LowEvaluated Oct 22, 2026
40± 12/ 100
Power Score
Structural 58
Reliability 45
Going First 55
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 40/100 (±12 · Confidence: Low)

Overall score Value
Structural Deck Power 58
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 60 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Clown Crew board pressure: Tribute Summon and Ritual/Synchro/Fusion extension into Clown Crew Biancaviso (2500 ATK), Nerva (3300 ATK) and Dristy (double attacks), with Vanity's Ruler locking opposing Special Summons.; Hand-trap-supported Summon lock: Vanity's Ruler plus Solemn Judgment, Harpie's Feather Duster and Lightning Storm to strip the opponent's interaction and board.
  • Turn 1 (going first): Starter from hand (Clown Crew Flair, Cappello, Rehearsal or Malabarisme) to reach a Tribute Summon, then a Clown Crew Extra Deck summon; hold Ash Blossom, Ghost Belle, Ghost Ogre or Effect Veiler for the opponent's first activation.
  • Turn 2 (going second): Six-card hand with 14 hand traps (P(at least one hand trap in 6) ~ 0.81) to disrupt the opponent's first board, then rebuild through Clown Crew searchers and Ritual or Fusion extension.
  • Recovery: Recursion through Clown Crew Flair (once per turn hand add), Rehearsal (GY Ritual Summon) and New Face (Standby shuffle and draw); Ghost Belle and Ghost Ogre can recover from the GY.
  • After siding: Not evaluable: no side deck is supplied in the export; a post-side plan is absent.

Why it scores here

This OCG Clown Crew list reliably reaches its core engine: the archetype-core group gives P(at least one core card in a 5-card opening hand) of about 0.92, and 13 searcher-text cards support the draw. Its interaction is the strongest part of the system: 14 hand traps, 16 negation-text cards and 26 removal-text cards cover the opponent's first activation and board, which is why D7 and D8 score well. Conversion is less certain because there are no recorded boards, so the ceiling and median stay at text-only inference and are scored low-to-middle. The list also runs 47 off-archetype copies (purity 37%), a 3-of Ash Blossom that exceeds the two legal copies, and no side deck, so the deck is illegal as built and the final score is capped at 40. Popularity was not rewarded: the archetype-stat inclusion rates confirm the core cards are real but add no points, and the score was not an average of card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(at least one archetype-core card in 5-card hand) ~ 0.92; 13 searcher-text cards; 0 recorded combos (Inferred)
D2 Opening-Hand Quality & Brick Management 55 14 hand traps and 47 off-archetype copies; proxy no-core-card hand ~ 0.08 (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards; ceiling is text-only read of Biancaviso, Nerva and Dristy (Inferred)
D4 Combo Floor & Median Output 45 No median power index available; text-only floor estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Multiple independent lines (Flair, Rehearsal, Malabarisme, Matinee, Soiree) and 14 hand traps for disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Recursion via Flair, Rehearsal and New Face plus Ghost GY effects; no resource signature recorded (Inferred)
D7 End-Board & Interaction Quality 70 Hand traps, Lightning Storm, Harpie's Feather Duster and Solemn Judgment cover spells, traps and monsters (Inferred semantic, verified text)
D8 Going-Second & Board-Breaking Power 65 Going-second hand-trap coverage ~ 0.81 in 6 cards; Vanity's Ruler lock; no going-second combo split (Inferred)
D9 Offensive Pressure & Closing Power 60 Biancaviso 2500 ATK, Nerva 3300 ATK, Dristy second-attack text and Vanity's Ruler 2500 ATK (Verified text, Inferred use)
D10 Main Deck Efficiency & Flexibility 45 60 main cards at the 40-60 limit; 11 triple-copy slots and 3-of Ash over the legal limit; 47 off-archetype copies (Verified counts)
D11 Extra Deck Efficiency & Coverage 60 15 Extra cards spanning 3 Synchro, 3 Link, 7 Fusion and 2 Xyz with a flexible Tribute route (Verified composition)
D12 Side Deck Adaptability 20 Side deck is empty; no post-side data (Provisional)
D13 Matchup Coverage & Format Fit 50 Archetype meta share not supplied and no dated metagame sample; placeholder 50 (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Ritual, Fusion, Synchro and Pendulum lines with many decision points (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 58, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: illegal copy-limit violation (-12). Final formula: No reliable metagame: 0.80*Structural(58) + 0.20*TournamentReliability(45) = 55.4; modifier -12 (illegal copy-limit) gives 43.4; Illegal-deck cap sets final to 40. Theoretical/structural only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · 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 reliably live on going first (about 0.92 for at least one core card in hand)
  • Dense interaction: 14 hand traps plus Lightning Storm, Duster and Solemn
  • Flexible Extra Deck covering Synchro, Link, Fusion and Xyz routes

Weaknesses

  • Illegal as built: Ash Blossom run 3 times against a limit of 2
  • Low archetype purity (37%) and 47 off-archetype copies
  • No side deck, so no post-side adaptation
  • No recorded boards, so the combo ceiling and median are unverified

Critical choke points

  • A single Clown Crew Tribute Summon or Ritual line is the main route; interrupting the first starter with one hand trap ends the turn
  • Dependence on Ritual/Fusion extension and Vanity's Ruler timing for the lock
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring None required (59 cards is legal), or a legal non-restricted card Restores copy-limit legality; without this the deck cannot be legally played and scores stay capped.
2 None A 15-card side deck covering the format's common threats No side deck exists, so post-side adaptability is 0 for best-of-3; this is the largest gap in D12.

Evidence & confidence

  • Verified: Main 60 and Extra 15 are within size rules; Side 0 is legal; Ash Blossom & Joyous Spring run 3 versus 2 legal copies (violation); Restricted cards Droll & Lock Bird, Harpie's Feather Duster, Linkuriboh, PSY-Framegear Gamma and Solemn Judgment are each run at 1 (legal); Card text for role tags (14 hand traps, 16 negation text, 26 removal text, 13 searcher text)
  • Observed: Usage-stat inclusion rates for the Clown Crew core (e.g. Flair 95%, Soiree 88%)
  • Inferred: P(at least one archetype-core card in 5-card hand) ~ 0.92 (hypergeometric); Going-second hand-trap coverage ~ 0.81 in 6 cards; Interaction density and board-breaking strength from card text
  • Provisional: Meta Power and matchup fit (no dated metagame sample); Side deck adaptability (no side deck supplied)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta share and per-pilot records absent No win-rate telemetry; going-first, going-second and matchup rates unknown Side deck empty; no post-side plan can be evaluated Meta Power provisional without a dated metagame sample

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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