Clown Crew Deck #772175 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Clown Crew Biancaviso x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia 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 21, 2026
55± 8/ 100
Power Score
Structural 60
Reliability 55
Going First 58
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 55/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 60
Going First 58
Going Second 62
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Combo
  • Format: ocg

Legality

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

Identity & game plan

  • Win condition: Clown Crew board built through Tribute, Ritual, Synchro, Xyz and Fusion summons, closing through Clown Crew Biancaviso, Super Starslayer TY-PHON or Neo Galaxy-Eyes Photon Dragon (Inferred from card text); Clown Crew Flair and Clown Crew Malabarisme recurring Clown Crew monsters for repeated board presence (Inferred)
  • Turn 1 (going first): Open a Clown Crew starter (Rehearsal, Malabarisme, Matinee Operatics or Soiree Operations) and build toward a Tribute or Ritual summon; keep Ash Blossom, Effect Veiler or Infinite Impermanence up as interaction (Inferred)
  • Turn 2 (going second): Use hand traps (Ash Blossom, Effect Veiler, Maxx C, Droll and Lock Bird, Red Reboot) to slow the opponent's first board, then rebuild Clown Crew monsters from the Graveyard (Inferred)
  • Recovery: Clown Crew New Face, Finale and Soiree Operations return or re-summon Clown Crew cards from the Graveyard and banishment (Inferred from card text)
  • After siding: No Side Deck is registered, so there is no post-side plan (gap)

Why it scores here

The deck is scored as a system: its archetype core (25 Clown Crew copies, P(at least one open in a 5-card hand) about 0.96) gives it reliable access to a starter, and its 15 hand-trap and 19 negation-text cards give it strong interaction on both turns. Its Structural score is 60 from a Midrange weight profile, with the largest weight on interruption resilience and resource recovery. The deck's floor and median are not supported by any recorded boards, so combo output is text-only and held near the middle. Popularity did not earn points: the archetype usage stats only confirm that the core cards are real and accessible. The score was not reached by averaging individual card power; the 0 Side Deck and the self-conflicting Spell/Trap destruction cards pull it down.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 Archetype core open in 5-card hand about 0.96 and P(>=1 searcher) about 0.69; combo starters not measured (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Core-group proxy brick about 0.04, but about 27 distinct main cards include many conditional Level 0 spells and traps (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling is inferred only from the Tribute, Ritual and Extra Deck text of Biancaviso, Flair and Malabarisme (Inferred)
D4 Combo Floor & Median Output 50 No recorded median; the power distribution is unknown and held at the middle (Provisional)
D5 Interruption Resilience & Route Redundancy 66 Recursion from Finale, New Face and Soiree plus Herald and Ash Blossom gives independent lines after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 65 Clown Crew recursion (New Face, Finale, Soiree, Rehearsal from the Graveyard) recovers spent resources (Inferred)
D7 End-Board & Interaction Quality 80 Heavy Storm, Feather Duster, Solemn Judgment, Maxx C, Red Reboot, Crossout Designator and Dominus Purge give broad, layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 70 Going-second hand-trap coverage is about 0.87 for at least one trap in a 6-card hand, but board-breaking is mostly spell and trap destruction (Inferred)
D9 Offensive Pressure & Closing Power 68 Closers are Biancaviso 2500 ATK, TY-PHON 2900 ATK and Photon Howling 4500 ATK, with no direct or piercing text on most boss monsters (Verified stats, Inferred read)
D10 Main Deck Efficiency & Flexibility 45 55 main cards and 27 distinct, with 26 Level 0 spells and traps and some overlap, so the main deck is loose (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck slots run 3 Clown Crew Meteor, 2 Diabolo, 2 Fiends and several single-copy bosses, a broad but reasonable split (Verified list, Inferred use)
D12 Side Deck Adaptability 10 No Side Deck is registered (0 cards), so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample, so format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Tribute, Ritual and Extra Deck sequencing with many decision points (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 60, Going First ≈ 58, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: banlist_exposure (-2); engine_conflict (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Structural 59.8 -> 47.9 + 11.0 = 58.9, then modifiers -4 = 54.9

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

  • Archetype core present at about 0.96 in a 5-card hand (Inferred)
  • Interaction density is high: 15 hand-trap and 19 negation-text cards
  • Recursion through Clown Crew New Face, Finale and Soiree Operations keeps the engine alive after disruption

Weaknesses

  • No Side Deck, so there is no post-side plan
  • No recorded combos, so ceiling and median are unmeasured
  • Several Spell and Trap destruction cards hit the deck's own Spells and Traps

Critical choke points

  • Clown Crew starter cards (Rehearsal, Malabarisme, Matinee Operatics, Soiree Operations) are each only about 0.25 in a 5-card hand (Inferred)
  • Biancaviso and TY-PHON depend on Extra Deck material and Tribute availability
Priority Remove Add Reason
1 Heavy Storm (1 copy) A Side Deck of 15 cards A 0-card Side Deck removes all post-side adaptability (D12 = 10); the self-hitting Heavy Storm is the lowest-value interaction in the main deck
2 Feather Duster (1 copy) A second Clown Crew starter or a second Ash Blossom Duster destroys the deck's own Spells and Traps, and a second starter or hand trap improves accessibility

Evidence & confidence

  • Verified: Main deck is 55 cards and Extra Deck is 15, both within the OCG size rules; Ash Blossom & Joyous Spring is Semi-Limited at 2 copies; the other restricted cards are Limited at 1 copy each and are legal; Side Deck is 0 cards; Card list composition and copy histogram reconcile to 55 main and 15 extra cards
  • Inferred: Archetype core open in a 5-card hand about 0.96 and searcher P about 0.69; Interaction density and negation text read from card excerpts; Engine conflict from Spell and Trap destruction cards; Going-second and going-first power estimates
  • Provisional: Meta and format fit (D13) and Meta Power; Tournament Reliability weights
  • Data gaps: Usage statistics mark Clown Crew Meteor, Clown Crew Diabolo, Clown Crew Fiends, Clown Crew Dristy and Linkuriboh as not in this deck (in_this_deck false), but the cards array lists them in the Extra Deck; the card list was treated as authoritative, which would make core presence 17 of 20 rather than 13 of 20 No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and match record are absent No win-rate telemetry exists, so going-first and going-second splits are Inferred No Side Deck in the export, so post-side plan cannot be assessed Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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