Power Patron Deck #772930 — Yu-Gi-Oh! OCG

60 Main, 15 Extra, incl. Clown Crew Biancaviso x3, Nibiru, the Primal Being x3, The Winged Dragon of Ra - Sphere Mode x3. Created Oct 21, 2026 by YGO Mod.

Deck Power Patron OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
30± 10/ 100
Power Score
Structural 53
Reliability 45
Going First 55
Going Second 58

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 53
Going First 55
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • 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 Biancaviso and Clown Crew Meteor/Fiends board pressure, backed by Nerva, Starving Venom and Secreterion as large Extra Deck bodies; Fusion/Ritual follow-up through Clown Crew Diabolo, Cyber Angel Benten and Favorite HERO Flame Wingman
  • Turn 1 (going first): Open a Clown Crew starter (Matinee Operatics, Malabarisme, Rehearsal) and extend into Biancaviso or Flair, holding Ash Blossom and Droll as protection
  • Turn 2 (going second): Hold hand traps (Ash, Ghost Ogre, Evenly Matched, Nibiru, Droll) to answer the opponent's first combo, then extend through Clown Crew recursion
  • Recovery: Rebuild from GY through Clown Crew New Face, Soiree Operations and Finale, which return Clown Crew cards from GY and banishment
  • After siding: Not applicable: the export contains no side deck, so no post-side plan can be evaluated

Why it scores here

The deck is scored as a system, not as an average of its cards: it runs a dense hand-trap and negation suite (Ash Blossom, Ghost Ogre, Evenly Matched, Droll, Solemn, Dominus Purge, Dragon's Mind), which gives it strong interaction density on the end board (D7). Its Clown Crew core (about 27 Clown Crew-tagged copies) gives several independent starters and GY recursion, so it can usually re-open after an interruption (D5, D6), though the recorded starter probability is only moderate: P(at least one searcher in a 5-card opening hand) is about 0.72 and P(at least one archetype-core card) about 0.30. Conversion is the weak point: there are no recorded boards, so combo ceiling and median output are text-only estimates (D3, D4). The score is capped because two cards exceed their Semi-Limited copy limit (three copies each of Ash Blossom and Super Polymerization against a limit of two), which makes the list illegal, and the deck has no side deck. Popularity did not earn points: the core-card usage stats show only 2 of 14 typical core cards present, and that counts against cohesion rather than for it.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 searcher in 5-card hand) ≈ 0.72; Clown Crew starters at 3 copies each but only 2 of 14 usage-core cards run (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Level-0 spell/trap share is high (34 level-0 main cards) with several situational hand traps; no brick estimate beyond the hypergeometric draw table (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable recorded boards; ceiling is a text-only read of Biancaviso, Meteor and Fiends board effects (Inferred)
D4 Combo Floor & Median Output 40 No recorded combos, so floor and median cannot be measured; provisional read only (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Clown Crew GY recursion (New Face, Soiree Operations, Finale) and two independent Extra Deck lines give partial redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 55 GY-based Clown Crew recursion and Flair tribute/add effects allow rebuilding after spends (Inferred)
D7 End-Board & Interaction Quality 70 13 hand-trap tagged cards and 12 negation-text cards give layered end-board interaction, but the list is illegal (Inferred)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap density (P(>=1 hand trap in 6) ≈ 0.79) and Solemn/Dominus Purge answer boards (Inferred)
D9 Offensive Pressure & Closing Power 60 Large Extra Deck bodies (Nerva 3300, Secreterion 3000, Starving Venom 2800, Biancaviso 2500) provide closing power (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 55 60 main cards with 27 distinct; 16 cards at 3 copies and 34 level-0 cards suggest a tool-heavy, moderately compact build (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards across 11 distinct names with fusion/synchro/xyz/link access (Verified composition)
D12 Side Deck Adaptability 15 No side deck in the export, so no post-side plan can be scored (Verified: Side Deck size 0)
D13 Matchup Coverage & Format Fit 50 No tournament link or meta-share data; archetype usage is context only (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step chains through Clown Crew Ritual, Fusion and Extra Deck tributes, with many optional once-per-turn effects (Inferred)

How the score was computed

Strategy profile: Midrange profile used; Toolbox secondary not blended numerically. Structural ≈ 53, Going First ≈ 55, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: illegal_copy_limit (-10); no Side Deck (-2). Final formula: Illegal deck: 0.80*Structural(53) + 0.20*TournamentReliability(45) = 51.4 before cap; capped to theoretical 30 per Step 2 (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.72 · 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

  • Layered hand-trap and negation suite (13 hand-trap tags, 12 negation-text cards)
  • Multiple Clown Crew starters and GY recursion give redundancy
  • Large Extra Deck closers across Fusion, Synchro, Xyz and Link

Weaknesses

  • Illegal list: Ash Blossom and Super Polymerization exceed their Semi-Limited limit
  • Only 1.3% exact-name Power Patron purity; engine is split across Clown Crew and generic cards
  • No recorded combos, no side deck, and no tournament data to validate any consistency claim

Critical choke points

  • Clown Crew searchers and starters: most lines need one of a few Clown Crew spells to open
  • Hand-trap dependence on Ash Blossom and Droll, both limited to one or two copies in the list
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring A legal non-duplicate (e.g. a second Clown Crew starter or a different hand trap) Brings the list within the Semi-Limited copy limit; the cap cannot lift otherwise
2 One copy of Super Polymerization A Clown Crew Spell/Trap or a Ritual support card Restores legality and reduces the single-copy dependence on the Fusion Summon route
3 A side deck of 0-15 cards A side deck gives post-side adaptability against a known matchup

Evidence & confidence

  • Verified: Main 60, Extra 15, Side 0 are within the OCG size rules; Ash Blossom and Super Polymerization run 3 copies against a limit of 2 (Semi-Limited); Droll & Lock Bird, Linkuriboh and Solemn Judgment each run 1 copy against a Limited limit of 1 (legal); Archetype usage: 2 of 14 typical core cards present
  • Inferred: P(>=1 searcher in 5-card hand) ≈ 0.72; P(>=1 hand trap in 6) ≈ 0.79; Engine redundancy through Clown Crew recursion; Interaction density from card text
  • Provisional: Midrange primary profile for the blend; Tournament reliability and matchup fit (no tournament data)
  • Data gaps: Illegal list: copy limit exceeded for two cards No recorded combos (combo data.total combos = 0) No tournament link, no meta share, no win-rate telemetry No side deck exported, so D12 is minimal

More OCG Info

Power Patron

Power Patron Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top