Clown Crew Deck #772231 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Clown Crew Biancaviso x3, Clown Crew Cappello 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 21, 2026
62± 6/ 100
Power Score
Structural 67
Reliability 60
Going First 66
Going Second 72

Deck — Deck Power Evaluation

Final Contextual Deck Power: 62/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 67
Going First 66
Going Second 72
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Clown Crew engine (Flair ritual, Rehearsal and Malabarisme searches/summons) feeding Tribute Summons of Clown Crew Biancaviso (2500, draws per monster tributed and negates) plus Great Gallant Bandit and Super Starslayer TY-PHON as end-board threats; Blue-Eyes White Dragon (1 copy) as a one-card board wipe, backed by Nerva and Diabolo piercing damage
  • Turn 1 (going first): Open with Rehearsal or Malabarisme to convert hand cards into Clown Crew engine pieces, tribute an Extra Deck Clown Crew monster to summon Biancaviso, then extend with Matinee or Finale. Hand traps are not live on the first turn, so the plan relies on the engine alone.
  • Turn 2 (going second): Use Ash Blossom, Nibiru, Ghost Ogre or Droll on the opponent's first summon or search to slow them down, then take the engine turn through the resulting board with Biancaviso or Bandit negation.
  • Recovery: Clown Crew New Face shuffles three Clown Crew cards from GY or banishment back into the Deck to draw one, Malabarisme recurs from the GY during Main Phase, and Flair's tribute effects add Clown Crew cards back to hand.
  • After siding: None. The list runs zero side deck cards, so there is no post-side plan and D12 is scored low.

Why it scores here

The deck reliably opens an engine. Five Clown Crew starters (Rehearsal, Malabarisme, Cappello, Flair, Biancaviso) run three copies each, and the archetype-core group is about 99% likely to show at least one card in a 5-card opening hand. The Extra Deck is 12 of 15 slots of 3-of Clown Crew tribute fodder, so Biancaviso can be summoned repeatedly. The 9 hand traps (about 81% chance of at least one going second) and several negation effects give end-board interaction and going-second board-breaking strength, and Blue-Eyes adds a one-card wipe. Recovery is strong through New Face, Malabarisme and the draw effects. Points come from the system's consistency, interaction and recovery, not from averaging card scores or from Clown Crew's popularity. Lack of a side deck and the 56% exact-archetype purity keep the score moderate. No combo data exists, so the ceiling and median are text-based only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one archetype-core card in 5-card hand) ≈ 0.99; five 3-of starters across several routes; engine conversion is untested (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Nine hand traps and several situational cards (PSY-Frame Gamma needs Driver, Dominus Purge needs an opposing card) create dead-card risk; hand-trap redundancy partly offsets it (Inferred)
D3 Combo Conversion & Ceiling 62 Biancaviso tribute draws plus Malabarisme 2-monster summons give a plausible ceiling; no parsed boards exist to confirm it (Inferred)
D4 Combo Floor & Median Output 55 Median output is unmeasured; interaction-heavy hands keep a non-collapsing floor, but this is text-based only (Provisional)
D5 Interruption Resilience & Route Redundancy 74 Independent lines through Rehearsal, Malabarisme, Matinee and Soiree, plus New Face recursion, let the deck continue after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 78 Multiple draw and search effects (Biancaviso, Matinee, New Face, Finale, Flair) and GY recursion give strong resource regeneration (Inferred from card text)
D7 End-Board & Interaction Quality 80 Nine hand traps, Dominus Purge, Forbidden Droplet, Bandit, Biancaviso and Meteor create layered interaction; Meteor blocks activations on Tribute Summon (Inferred from card text)
D8 Going-Second & Board-Breaking Power 76 Strong going-second package: multiple hand traps, Bandit and Biancaviso negation, and a one-card Blue-Eyes board wipe (Inferred from text and hypergeometric odds)
D9 Offensive Pressure & Closing Power 72 End-board attackers reach 2500–3300 ATK (Biancaviso, Bandit, TY-PHON, Nerva, Blue-Eyes), plus Diabolo's double piercing (Verified stat / Inferred)
D10 Main Deck Efficiency & Flexibility 66 40 main with 21 distinct cards; 13 non-Clown or generic singletons dilute density (Verified count / Inferred)
D11 Extra Deck Efficiency & Coverage 74 Extra Deck is 12 of 15 Clown Crew 3-of tribute fodder with three single-copy non-archetype finishers (Verified structure / Inferred)
D12 Side Deck Adaptability 25 No side deck (0 cards), so no post-side adaptation exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link; archetype core presence is about 60% of the usage-stat core (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step tribute and engine sequencing with many decision points; manageable for an experienced pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 67, Going First ≈ 66, Going Second ≈ 72, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: banlist exposure (-2); no post-side plan (-3). Final formula: Structural with D13 dropped and renormalized = 68.1; Final = 0.80*68.1 + 0.20*60 - 5 modifiers = 61.5 → 62 (Meta provisional, no dated metagame sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Five 3-of Clown Crew starters with multiple independent routes
  • 12 of 15 Extra Deck slots are 3-of tribute fodder that power Biancaviso repeatedly
  • Nine hand traps give strong going-second interaction
  • Layered recursion and draw effects (New Face, Matinee, Biancaviso, Malabarisme)

Weaknesses

  • No side deck, so no post-side plan
  • Exact archetype purity is 56%, with 13+ generic or interaction staples diluting the engine
  • Hand-trap-heavy hands are dead on the first turn going first
  • Four Limited singletons and one Semi-Limited card raise the cost of a restriction change

Critical choke points

  • Clown Crew Flair (ritual) is the only Ritual Monster, so Preparation and Rehearsal lines depend on it
  • Biancaviso's tribute summon needs an Extra Deck monster on the field, which can be a choke point after an early board wipe
  • Nerva's summon requirements are cut off in the excerpt, so its route is unverified
Priority Remove Add Reason
1 None (structural change only) A 15-card side deck Zero side deck cards removes all post-side adaptation (D12 = 25); a side plan would lift D12 and tournament reliability
2 Droll & Lock Bird or PSY-Framegear Gamma A second copy of a core Clown Crew card Lowers the non-archetype staple count and the dependency on Limited singletons without changing the interaction package

Evidence & confidence

  • Verified: Legal in OCG: 40 Main, 15 Extra, 0 Side, no violations; Restricted-card copy counts (Limited/Semi-Limited) match the list; Hand trap count is 9 by role tags; Extra Deck breakdown 4 Link, 4 Fusion, 4 Xyz, 3 Synchro
  • Observed: Usage-stat inclusion for Clown Crew core cards (Flair 95%, Soiree 90%, Matinee 87.5%)
  • Inferred: Starter access ≈ 0.99 on five-card hands (hypergeometric); Hand-trap presence ≈ 0.81 going second; Interaction and recovery quality from card text; Going-first and going-second power splits
  • Provisional: Meta Power (no dated metagame sample); D13 matchup and format fit (no tournament data); D4 median output (no combos)
  • Data gaps: No combo boards 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 starter rates) Usage statistics disagree with the deck list: Clown Crew Diabolo, Fiends, Meteor and Dristy are marked not in deck (in this deck:false) but appear in the cards array at 3 copies each; the cards array is treated as authoritative Nerva the Power Patron's summon requirements are truncated in the excerpt Meta Power is Provisional without a dated metagame sample

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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