Clown Crew Deck #773329 — Yu-Gi-Oh! OCG
55 Main, 15 Extra, incl. Mulcharmy Fuwalos 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 (55)
- Clown Crew Biancaviso x2
- Droll & Lock Bird x1
- Mulcharmy Fuwalos x3
- Mulcharmy Meowls x2
- Mulcharmy Purulia x2
- Nibiru, the Primal Being x1
- The Great Gallant Bandit x2
- Clown Crew Cappello x3
- Clown Crew Flair x3
- Ghost Belle & Haunted Mansion x2
- Ghost Ogre & Snow Rabbit x2
- Clown Crew Malabarisme x3
- Clown Crew Matinee Operatics x2
- Clown Crew Rehearsal x3
- Foolish Burial Goods x1
- Forbidden Crown x2
- Pot of Sloth x2
- Preparation of Rites x2
- Spell Card "Soul Exchange" x2
- Super Polymerization x3
- Clown Crew Finale x1
- Clown Crew New Face x1
- Clown Crew Soiree Operations x1
- Dominus Purge x3
- Dominus Spark x2
- Dragon's Mind x1
- Solemn Accusation x2
- Solemn Strike x1
Extra Deck (15)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±12 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 57 |
| Going First | 58 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Midrange
- Secondary strategies: Stun, Toolbox
- Format: ocg
Legality
Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Clown Crew Tribute-summon chain (Malabarisme, Soiree Operations, Matinee Operatics) fielding Clown Crew Biancaviso (2500/2500) and Extra Deck boss monsters; boss access is Inferred from card text only; Extra Deck Link and Synchro bosses (Underworld Goddess 3000, Clown Crew Meteor/Dristy) once the board is stable
- Turn 1 (going first): Open with Clown Crew Flair or Rehearsal to find a Clown Crew Ritual or Spell, then Ritual or Tribute-summon into Malabarisme or Matinee Operatics to reach a Biancaviso-level board, holding Solemn or Dominus Purge up
- Turn 2 (going second): Open with a hand trap (Ghost Ogre and Snow Rabbit, Ghost Belle and Haunted Mansion, Droll and Lock Bird, or Nibiru) on the opponent's first summon, then build through Mulcharmy draw effects
- Recovery: Mulcharmy monsters refill the hand when the field is empty; Clown Crew Finale and Soiree Operations recover Clown Crew monsters from the Deck (Inferred from text)
- After siding: No Side Deck is registered, so no post-side plan can be evaluated; a legal list needs up to 15 side cards
Why it scores here
This list is Illegal because it runs 3 copies of Super Polymerization against an OCG limit of 2, so it receives no normal Final Contextual score and this 30 is a capped, structural-only read. Structurally the deck can usually reach a Clown Crew summon board, with a 22-copy archetype core that gives an Inferred P(at least one core card in a 5-card opening hand) of about 0.93. Its interaction is the strongest part: about 15 negation-text cards, including Solemn, Dominus Purge, Ghost Belle, Ghost Ogre, Dragon's Mind and Droll and Lock Bird, which is why D7 is the highest dimension. Combo output is unmeasured because the export has no parseable boards, so the ceiling and median (D3, D4) are text-only Inferred estimates. The deck has no Side Deck, which caps post-side adaptability at 15, and only about 39% of its copies carry the exact Clown Crew name, with off-archetype Solemn, Dominus, Greed, Forbidden and HERO cards. The score was built from consistency, interaction and resilience on the system, not from averaging card scores, and Clown Crew's popularity (usage 50-95% for core cards) earned no points on its own.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | P(at least one core card in 5-card opening hand) ~0.93 for a 22-copy archetype core; starter density and 3-of Flair/Rehearsal/Malabarisme/Cappello support access (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Copy histogram is balanced (7 three-ofs, 13 two-ofs), but Pot of Sloth, Forbidden Crown and Greed/Solemn off-archetype pieces add dead-draw risk; 6 hand traps (Inferred) |
| D3 | Combo Conversion & Ceiling | 60 | No parseable combo boards; ceiling read from Biancaviso 2500 Tribute-summon and Extra Deck bosses plus Malabarisme double summon (Inferred from text) |
| D4 | Combo Floor & Median Output | 48 | No recorded boards, so median and power distribution are unmeasured; scored low-mid for that gap (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 62 | Six hand traps, three Solemn-type and Dominus negations, and Mulcharmy recursion give several independent routes after one interruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 60 | Mulcharmy draw effects, Pot of Sloth, Preparation of Rites and Foolish Burial Goods support grind and recovery (Inferred from text) |
| D7 | End-Board & Interaction Quality | 72 | Around 15 negation-text cards plus removal-text cards (Dominus Purge, Solemn Strike, Dragon's Mind, Ghost Belle) layer interaction well (Inferred semantic read) |
| D8 | Going-Second & Board-Breaking Power | 62 | Gallant Bandit, Biancaviso and Nibiru challenge boards from the second player; hand traps add early disruption (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Biancaviso 2500, Underworld Goddess 3000 and Nerva 3300 give end-board pressure, but the bosses are mostly 1-copy Extra Deck cards (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 55 main cards with 32 Level 0 spells and traps, a 28-distinct list and mixed off-archetype tech; compactness is only moderate (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15 Extra Deck slots, including 3 Fusion, 3 Link and 2 Xyz/Synchro off-archetype pieces; Clown Crew Extra cards are present, but coverage is mixed (Inferred) |
| D12 | Side Deck Adaptability | 15 | No Side Deck registered; best-of-3 post-side plan cannot be assessed (Observed: side count 0) |
| D13 | Matchup Coverage & Format Fit | 50 | No dated metagame sample or tournament link; archetype share is context only (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Multi-step Ritual, Tribute, Pendulum and Synchro sequencing with many optional effects; repeatable play is demanding (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Stun-leaning interaction read (no separate weighting applied). Structural ≈ 57, Going First ≈ 58, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist_exposure (-5). Final formula: Structural 57 -> 0.80*57 + 0.20*50 = 55.6, plus modifiers (-5) = 50.6, then capped at 30 because legality is Illegal (theoretical/structural read only)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.93 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Dense negation and hand-trap package (about 15 negation-text and 6 hand-trap cards)
- High archetype core density (22 Clown Crew copies, about 93% chance of one in a 5-card opening hand)
- Multiple summon routes (Ritual, Tribute, Pendulum, Synchro, Link, Xyz) give redundancy after one interruption
Weaknesses
- Illegal list: Super Polymerization at 3 copies against an OCG limit of 2
- No Side Deck, so no post-side plan and no answer to a metagame shift
- Only 38.6% exact-name archetype purity; Solemn, Dominus, Greed, Forbidden and HERO pieces dilute the engine
- No recorded boards, so combo conversion and floor are unmeasured
Critical choke points
- Super Polymerization copy count (illegal as built)
- Single-copy Extra Deck bosses (Underworld Goddess, Nerva, Garura) that must be reached through the Clown Crew engine
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1x Super Polymerization | none (remove one copy so the list is legal) | Illegal copy limit: 3 copies run against an OCG Semi-Limited limit of 2; this is required before any normal score applies |
| 2 | none | up to 15 Side Deck cards (for example, extra hand traps or Clown Crew-specific answers) | D12 is 15 because the deck has no Side Deck; a best-of-3 event needs one |
| 3 | 1-2 off-archetype tech or Pot of Sloth copies | additional Clown Crew engine pieces such as Diabolo or Fiends (if the Extra Deck allows) | Raises archetype purity and the Clown Crew core hit rate (Inferred) |
Evidence & confidence
- Verified: Main 55 / Extra 15 / Side 0 counts and OCG size rules; Super Polymerization 3 copies vs legal 2 (Illegal); Limited and Semi-Limited card statuses for Droll and Lock Bird, Linkuriboh and Foolish Burial Goods; Copy histogram and archetype spread from the export
- Observed: Usage statistics: Clown Crew Flair 95%, Soiree Operations 90%, Matinee Operatics 87.5% inclusion across the archetype
- Inferred: Hypergeometric P(core card in 5-card opening hand) about 0.93; Interaction density of about 15 negation-text cards and 6 hand traps; Going-first and going-second plans and the Biancaviso/Extra Deck boss read, from card text
- Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament link or win-rate telemetry)
- Data gaps: No parseable combo boards: ceiling and median are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry in YGOVN for going-first, going-second, matchup or brick rates No Side Deck registered, so post-side adaptability cannot be measured Meta Power is Provisional unless a dated metagame sample is supplied deck title is null in the export
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