Clown Crew Deck #773481 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Clown Crew Cappello x3, Clown Crew Flair x3. Created Oct 22, 2026 by YGO Mod.

Deck Clown Crew TCG

Created by: YGO Mod (20517634)

Created On: 10/22/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 23, 2026
25± 8/ 100
Power Score
Structural 44
Reliability 35
Going First 42
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 44
Going First 42
Going Second 48
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Extra Deck summons (Runick Fusions, Clown Crew Synchro/Xyz/Link, Clown Crew Biancaviso and fusion bosses) that build an end board, with Runick Fountain-style recursion as the grind; Runick and Clown Crew Ritual/Tribute recursion from the GY to re-summon
  • Turn 1 (going first): Open with Clown Crew Rehearsal or Runick Tip/Slumber to reach an Extra Deck summon, backed by the Ash Blossom and Ghost Ogre hand traps for the first interruption
  • Turn 2 (going second): Use the 12 hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Droll & Lock Bird, Infinite Impermanence) to break the opponent's first combo, then rebuild through Runick Destruction and Runick Golden Droplet
  • Recovery: Recover through Runick Fountain and Clown Crew Finale to re-add spells from the GY; this is the only meaningful recursion and it is copy-limited in this list
  • After siding: No side deck is registered (0 cards), so no post-side plan can be evaluated

Why it scores here

The deck is scored as a system: it can reliably open an Extra Deck summon, since 24 copies of the Runick/Clown Crew core give about 95% chance of at least one core card in a 5-card opening hand (Inferred), but its ceiling and median output are both unmeasured because there are no recorded boards. Its interaction is dense (12 hand traps and 33 removal-text cards, with 13 negation-text cards), which earns the strongest dimension (D7), yet the 55-card main is split across two sub-archetypes (Clown Crew 26, Runick 26, generic 12, so exact-name purity is only 37.1%), which lowers consistency and engine cohesion. The legality failure caps the score: 3 Ash Blossom (2 allowed) and 3 Runick Fountain (1 allowed) mean the list cannot be played as built. Popularity does not earn points; the archetype core is present in usage stats, but that only confirms the deck is real and accessible. The score was not produced by averaging card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 of a 3-copy starter in 5-card hand) = 0.2529; P(>=1 of the 24-copy archetype core in 5) = 0.9512; core-access is good, starter reliability is moderate (Inferred)
D2 Opening-Hand Quality & Brick Management 40 12 hand traps and 13 tech cards compete for hand slots with 29 Spells; no combos recorded to confirm brick rate, so estimate only (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards in combo data; ceiling rests on semantic card-text reading of Clown Crew Malabarisme, Biancaviso and Runick summons (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards; median output is unknown and set low to reflect that (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Two engines (Runick and Clown Crew) and 12 hand traps give some redundant routes, but recovery is limited to Runick Fountain and Clown Crew Finale (Inferred)
D6 Resource Economy, Recovery & Grind 40 Recursion exists (Runick Fountain, Clown Crew Finale, Clown Crew New Face), but resource regeneration is thin with 3-copy staples (Inferred)
D7 End-Board & Interaction Quality 60 12 hand traps, 13 negation-text cards and 33 removal-text cards give broad, layered interaction; durability is not measured (Inferred)
D8 Going-Second & Board-Breaking Power 45 Going-second board-breaking relies on hand traps and Runick Destruction/Golden Droplet; no going-second combo split exists (Inferred)
D9 Offensive Pressure & Closing Power 40 Closing power comes from Clown Crew Biancaviso (2500 ATK) and Clown Crew Dristy double-attack text; there is no end-board ATK data to confirm (Inferred)
D10 Main Deck Efficiency & Flexibility 35 55 main cards with 25 distinct and 33 copy-limited slots; Runick Fountain and Ash Blossom copy violations reduce efficiency (Verified legality)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck slots cover fusion, synchro, xyz, and link, and usage shows all core Extra Deck cards present; the usage stats conflict with the card list on Dristy, Diabolo, Fiends, and Meteor (Verified/Inferred)
D12 Side Deck Adaptability 15 Side deck has 0 cards, so no post-side adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 30 Multi-step Extra Deck and Runick sequencing with 12 hand-trap timing decisions; complexity is high for the pilot (Inferred)

How the score was computed

Strategy profile: Midrange primary, Combo secondary (about 2:1). Structural ≈ 44, Going First ≈ 42, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-8); illegal-deck cap (-9). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 42.2; banlist exposure modifier -8 = 34; illegal-deck cap applied = 25 (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Dense hand-trap and negation coverage (12 hand traps, 13 negation-text cards)
  • Core archetype cards at 3 copies give high access (P>=1 core in 5 cards = 0.95)
  • Extra Deck coverage across fusion, synchro, xyz and link

Weaknesses

  • Illegal copy counts: 3 Ash Blossom (limit 2) and 3 Runick Fountain (limit 1)
  • Two sub-archetypes (Clown Crew 26, Runick 26) with only 37.1% exact-name purity, which lowers engine cohesion
  • No side deck (0 cards) so no post-side adaptability
  • No recorded boards or win data to confirm the ceiling or median

Critical choke points

  • Runick Fountain (3 copies, legal limit 1) is the only recursion piece and cannot be played as built
  • Clown Crew Finale and the GY-recursion pieces depend on one Tribute Summoned monster
Priority Remove Add Reason
1 2 Runick Fountain and 1 Ash Blossom & Joyous Spring 1 legal-count replacement (a Runick or Clown Crew staple, or a generic hand trap), and a 15-card side deck Restores copy-limit legality; the deck cannot be evaluated as a normal list until it is legal and has a side plan

Evidence & confidence

  • Verified: Legality: Illegal (Ash Blossom 3/2 Semi-Limited; Runick Fountain 3/1 Limited); Main 55, Extra 15, Side 0, all within size rules; Archetype purity 37.1% and spread Clown Crew 26 / Runick 26 / generic 12; Hypergeometric starter draw probabilities from the evidence pack
  • Observed: Core archetype cards present at 3-copy counts in the list
  • Inferred: Consistency estimate (P>=1 core in opening 5 = 0.95); Brick and interaction reads from card text and role tags; Going-first and going-second plan descriptions from text
  • Provisional: Meta Power and matchup fit (D13), no dated metagame sample
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record are absent No side deck supplied; post-side score is not measurable Usage statistics report in this deck=false for Clown Crew Dristy, Diabolo, Fiends and Meteor, but the card list shows them in the Extra Deck (2, 3, 2 and 2 copies); the usage join looks inconsistent and was not used for scoring No win-rate telemetry exists in YGOVN for this deck

More TCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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