Clown Crew Deck #773404 — Yu-Gi-Oh! Master Duel

45 Main, 15 Extra, incl. Clown Crew Cappello x3, Clown Crew Flair x3, Ash Blossom & Joyous Spring x3. Created Oct 22, 2026 by YGO Mod.

Deck Clown Crew Master Duel

Created by: YGO Mod (20517634)

Created On: 10/22/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 22, 2026
62± 7/ 100
Power Score
Structural 65
Reliability 60
Going First 70
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 62/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 65
Going First 70
Going Second 68
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: master-duel

Legality

Main 45 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Tribute, Ritual, Fusion and Synchro Summon Clown Crew monsters, then convert the board with high-ATK bodies (Clown Crew Biancaviso 2500, Phara 2800, Super Starslayer TY-PHON 2900) and Clown Crew Dristy's second-attack text (verified from card text, closing power Inferred); Card advantage from Clown Crew draw and search effects (Maxx "C", Clown Crew Matinee Operatics, Clown Crew New Face) with interaction to protect the board
  • Turn 1 (going first): Use Clown Crew Rehearsal or Malabarisme to reach a Ritual/Tribute line, keep Ash Blossom, Effect Veiler or Infinite Impermanence up as interaction, and develop the Extra Deck synchro/fusion board
  • Turn 2 (going second): Hold 2 to 3 hand traps (Ash Blossom, Droll & Lock Bird, Maxx "C", Effect Veiler, Ghost Belle) against the opponent's first summons, then rebuild through Clown Crew search effects
  • Recovery: Searchers (Clown Crew Flair, Clown Crew Finale, Clown Crew Soiree Operations) and GY-recursion from Clown Crew Malabarisme and Rehearsal refill the hand after an interruption (Inferred from card text)
  • After siding: Not applicable: Master Duel has no side deck, so adaptation is limited to in-main tech choices

Why it scores here

This Clown Crew list scores as a connected Midrange system. Its 29 archetype-core copies and 13 searcher-text cards give a high chance of a functional hand (about 0.84 for at least one searcher in an opening five; Inferred), and the Rehearsal/Flair/Finale search chain keeps the engine running after an interruption. Its 13 hand-trap and 16 negation-text cards give strong interaction density on both turn orders, which is the main reason the endboard and resilience scores are above average. The score is held back by the absence of recorded boards, so combo ceiling and median output are text-only inference, and by a 35-copy off-archetype spread and a 14-singleton main deck that raise brick risk. Popularity or usage stats confirmed the list is real but did not earn points, and the score was not produced by averaging card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 78 P(at least one searcher in opening 5) ≈ 0.84 and archetype-core proxy ≈ 0.996 over 29 copies; starter route is a 2-card bootstrap via Rehearsal/Flair (Inferred)
D2 Opening-Hand Quality & Brick Management 62 14 singletons and 13 hand traps can be dead without an opposing action; guide notes choke at Rehearsal and Malabarisme (Inferred, guide-backed)
D3 Combo Conversion & Ceiling 58 No parseable boards in the evidence; ceiling read from Special Summon and Ritual/Tribute text on Malabarisme, Operatics and Biancaviso (Inferred)
D4 Combo Floor & Median Output 52 No combo median or power distribution available; floor estimated from starter diversity and searcher count (Inferred, low data)
D5 Interruption Resilience & Route Redundancy 70 Multiple independent entry routes (Ritual, Fusion, Synchro, Pendulum, Xyz) and 13 hand traps for recovery after one interaction (Inferred)
D6 Resource Economy, Recovery & Grind 68 13 searcher-text cards and GY recursion from Flair, Rehearsal and Malabarisme (Inferred from card text)
D7 End-Board & Interaction Quality 72 16 negation-text and 15 removal-text cards, including Dominus Purge, Crossout Designator and Infinite Impermanence (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 64 Hand-trap group reaches P ≈ 0.89 by going-second six-card hand; Nibiru and Ash/Droll cover the early board (Inferred)
D9 Offensive Pressure & Closing Power 66 Closing bodies at 2500 to 2900 ATK in the Extra Deck and Main Deck; Dristy's second-attack text adds pressure (Verified stat and text, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 64 45 main cards with 26 distinct and 14 singletons; 40 to 60 legal range, 3-copy core for engine consistency (Verified composition)
D11 Extra Deck Efficiency & Coverage 66 Full 15-card Extra Deck with 7 synchro, 3 fusion, 3 xyz and 2 link; 2 Clown Crew Diabolo and 2 Fiends not in this list reduce flex (Verified composition)
D12 Side Deck Adaptability 40 No side deck exists in Master Duel; adaptation limited to tech choices already in main (Verified, not applicable to best-of-3 side plans)
D13 Matchup Coverage & Format Fit 50 No dated metagame or tournament link; archetype share unavailable, so the dimension is neutral and excluded from structural weight (Provisional)
D14 Pilotability & Error Tolerance 52 Multi-step Tribute, Ritual, Pendulum and Synchro sequencing with many decision points on each turn (Inferred from example card text)

How the score was computed

Strategy profile: primary Midrange, secondary Combo influence noted in identity. Structural ≈ 65, Going First ≈ 70, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: banlist exposure (-1); engine conflict across sub-archetypes (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Structural = 64.8 meta-neutral, TR = 60, modifiers -2 → 62

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 1 · 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

  • High archetype-core density (29 copies, 3-copy starters) gives reliable access to the engine
  • 13 hand traps plus 15 removal-text cards give layered interaction on both turn orders
  • Multiple independent summon routes (Ritual, Fusion, Synchro, Pendulum) support resilience after one interruption
  • Full 15-card Extra Deck with 7 synchro monsters offers board-conversion options

Weaknesses

  • No recorded boards, so combo ceiling and median output rest on text inference
  • Clown Crew purity is only 41.7%, with generic and off-archetype copies diluting the engine
  • 14 singletons and 13 reactive hand traps raise brick risk on hands without an opposing action
  • No side deck in Master Duel, so there is no post-side plan

Critical choke points

  • Clown Crew Rehearsal and Clown Crew Malabarisme are the main engine-start cards; the guide flags them as a choke point
  • Hands with no searcher or starter and no opposing action become functionally dead
Priority Remove Add Reason
1 Crossout Designator (1 copy, Limited) A second Clown Crew searcher or starter, if the list has an engine-consistent option not yet run Reduces dependence on a Limited generic and adds archetype consistency (Inferred; no combo or matchup data to verify)
2 one off-archetype copy with the weakest archetype synergy one additional Clown Crew card Raises exact-name purity from 41.7% without changing the interaction count (Inferred)

Evidence & confidence

  • Verified: Deck is legal in master-duel: 45 Main (40 to 60), 15 Extra (0 to 15), no violations; Limited and Semi-Limited copy counts are within limits (Maxx "C" 1, Herald 1, Crossout 1, Droll 2); Archetype core count is 29 and archetype purity is 41.7%; Card texts for Dristy, Malabarisme and Biancaviso match the stated summon and interaction routes
  • Observed: Usage stats show Clown Crew core cards at 100% inclusion (Maxx "C", Rehearsal, Flair, Cappello, New Face, Finale); A single guide lists strengths (draw density, chain blocks) and a choke point at Rehearsal and Malabarisme
  • Inferred: Starter access ≈ 0.84 to 0.996 from hypergeometric estimates; Interaction density and going-second hand-trap coverage ≈ 0.89; Brick risk from 14 singletons and dead reactive hand traps; Closing power and recovery from text read, not boards
  • Provisional: Meta Power is null: no dated metagame sample; Matchup and format fit (D13) excluded from structural weight
  • 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 are absent no win-rate telemetry for going-first, going-second, matchup or brick/starter rates Meta Power is provisional unless a dated metagame sample is supplied deck title is null in the source

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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