Clown Crew Deck #772069 — Yu-Gi-Oh! OCG
58 Main, 15 Extra, incl. The Winged Dragon of Ra - Sphere Mode x3, Clown Crew Cappello x3, Clown Crew Flair x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (58)
- Clown Crew Biancaviso x2
- Droll & Lock Bird x1
- Mulcharmy Fuwalos x2
- Mulcharmy Meowls x2
- Mulcharmy Purulia x2
- Nibiru, the Primal Being x2
- Obelisk the Tormentor x1
- Slifer the Sky Dragon x1
- The Wicked Avatar x1
- The Winged Dragon of Ra x1
- The Winged Dragon of Ra - Sphere Mode x3
- Vanity's Ruler x2
- Clown Crew Cappello x3
- Poissonniere de Nouvelles x1
- Clown Crew Flair x3
- Ash Blossom & Joyous Spring x2
- Effect Veiler x2
- Ghost Belle & Haunted Mansion x2
- Ghost Ogre & Snow Rabbit x2
- Clown Crew Malabarisme x3
- Clown Crew Matinee Operatics x1
- Clown Crew Rehearsal x3
- Concours de Cuisine (Culinary Confrontation) x3
- Foolish Burial Goods x1
- Forbidden Droplet x2
- Harpie's Feather Duster x1
- Instant Fusion x1
- Super Polymerization x2
- Clown Crew Finale x1
- Clown Crew New Face x1
- Clown Crew Soiree Operations x1
- Solemn Strike x3
Extra Deck (15)
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 48/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 56.6 |
| Going First | 62 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Stun
- Format: ocg
Legality
Main 58 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Chain Clown Crew Extra Deck summons (Biancaviso, Nerva, Diabolo, Meteor) and God-class bosses into board pressure; Hand-trap and removal interaction (Ash Blossom, Ghost Belle, Ghost Ogre, Solemn Strike) carries the game while the engine comes online
- Turn 1 (going first): Open a Clown Crew starter (Rehearsal, Malabarisme, Cappello, Flair) to search or summon, then convert into Extra Deck summons
- Turn 2 (going second): Hand-trap the opponent's setup with Ash Blossom, Ghost Belle, Nibiru, Effect Veiler or Droll & Lock Bird, then rebuild the Clown Crew board
- Recovery: Recur Clown Crew cards with Clown Crew New Face (shuffle 3 from GY/banishment, draw 1) and Ghost Belle or Ghost Ogre recursion effects
- After siding: None. The deck runs 0 side cards, so no post-side plan is recorded
Why it scores here
The deck reliably opens a Clown Crew engine: 24 core copies give about a 0.94 chance of at least one in a 5-card opener, and the three-copy starters each sit near 0.24 per opener. Its strongest score comes from interaction on the system level: 11 hand traps give about a 0.73 chance of at least one in a 6-card going-second hand, backed by 16 negation-text and 24 removal-text cards. Conversion into pressure is plausible through Extra Deck summons and God-class bosses, but no recorded boards exist, so the ceiling and median are text-only inference and are scored conservatively. The score is held back by a 0-card side deck (no post-side plan), seven three-Tribute cards, and 47 off-archetype copies that include Mulcharmy monsters which want an empty field. Popularity did not earn points (archetype usage stats were used only to confirm the core), and card scores were not averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 66 | P(>=1 Clown Crew core card in 5-card opener) about 0.94 over 24 core copies; three-copy starters about 0.24 each (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | 11 hand-trap copies give P(>=1 in 6-card going-second hand) about 0.73, but 7 cards need three-Tribute Normal Summons and 0 side cards offers no brick correction (Inferred) |
| D3 | Combo Conversion & Ceiling | 50 | No parseable boards; the Extra Deck chain (Biancaviso 2500, Nerva 3300, God-class bosses) implies a ceiling from card text only (Inferred) |
| D4 | Combo Floor & Median Output | 45 | combo data is empty, so median and floor output is unmeasured; 47 off-archetype copies likely dilute the engine floor (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 62 | 11 hand traps and 9 searcher-text cards provide alternative lines after one interruption, with no independent-line data (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 62 | Searcher-text group P(>=1 in opener) about 0.58; New Face and Ghost-series effects recur resources, with no resource telemetry (Inferred) |
| D7 | End-Board & Interaction Quality | 72 | 16 negation-text and 24 removal-text cards, including 11 hand traps; interaction density is high on a semantic read (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 64 | Going-second hand-trap odds about 0.73; Harpie's Feather Duster, Droll & Lock Bird and Super Polymerization address boards, but no going-second split is observed (Inferred) |
| D9 | Offensive Pressure & Closing Power | 66 | Extra Deck closers Biancaviso (2500), Nerva (3300) and Obelisk (4000) give closing reach; actual conversion is not measured (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 58 main cards across 32 distinct names, 19 tech-tagged copies and 23 level-0 Spell/Trap-type slots; compactness is mediocre (Verified composition, Inferred consequence) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15 Extra cards: Link 3, Fusion 8, Synchro 2, Xyz 2; several singletons (Garura, Flame Wingman, Mudragon, Nerva, Eyes Restrict) reduce route reliability (Verified composition, Inferred access) |
| D12 | Side Deck Adaptability | 5 | Side deck is empty (0 of 15 allowed), so there is no best-of-3 adaptation (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament data and no meta share; neutral placeholder until a dated metagame sample exists (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Multi-step Ritual, Pendulum and Extra Deck chains with tribute timing and opponent-turn hand-trap windows raise decision load (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 56.6, Going First ≈ 62, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: No side deck (-2); Tribute-heavy burden (-2); Engine conflicts (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, no dated metagame sample)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.94 · 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 Clown Crew density gives a high chance of an engine starter in the opening hand
- 11 hand traps plus 16 negation-text cards give strong opponent-turn interaction
- Mixed Extra Deck (Link, Fusion, Synchro, Xyz) gives several different summon routes
- Legal under OCG rules with every limited and semi-limited card within its legal copy count
Weaknesses
- No side deck, so no best-of-3 adaptation
- Seven three-Tribute cards compete for limited board resources
- Off-archetype content (47 copies, 35.6% exact-name purity) splits the engine
- No recorded combo boards, so the floor and median are unmeasured
Critical choke points
- Three-copy starters (Rehearsal, Malabarisme, Flair) each only about 0.24 to appear in an opener, so the T1 plan leans on the 24-copy core
- Board presence needed for the Tribute-based God-class and Wicked Avatar lines
- Hand-trap dependence: going second relies on about 0.73 odds of at least one hand trap
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | None | A 15-card side deck | Adds a post-side plan for best-of-3; the current 0-card side deck is the largest single structural gap (D12 = 5) |
| 2 | 2 Mulcharmy monsters | Clown Crew or Extra-Deck-compatible cards | Mulcharmy conditions (empty field) conflict with the Clown Crew board-presence engine |
| 3 | 1 Egyptian God copy (Sphere Mode) | A lower-cost starter or a hand trap | Reduces the three-Tribute brick burden without giving up the God-class bosses |
Evidence & confidence
- Verified: Legal under OCG list: 58 Main, 15 Extra, 0 Side; all Limited and Semi-Limited copies within legal limits; Archetype purity: 26 exact-name Clown Crew copies of 73 (35.6%); Side deck is empty; Extra Deck breakdown: Link 3, Fusion 8, Synchro 2, Xyz 2
- Inferred: Core starter access about 0.94 for at least one Clown Crew card in the opener; Hand-trap odds about 0.73 for going second; Engine consistency and brick rate estimated from text and hypergeometric estimates; Interaction density scored from negation and removal text
- Provisional: Meta Power and D13 matchup fit: no dated metagame sample or tournament context; Ceiling and median combo output: no recorded boards
- 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 (going-first/second, matchup, brick/starter rates) Side deck is empty, so post-side scoring is structural only Meta Power is Provisional unless a dated metagame sample is supplied
Couldn't load the combos





