Clown Crew Deck #773547 — Yu-Gi-Oh! Master Duel

41 Main, 15 Extra, incl. Clown Crew Biancaviso x3, Mulcharmy Fuwalos x3, Clown Crew Cappello x3. Created Oct 24, 2026 by YGO Mod.

Deck Clown Crew Master Duel

Created by: YGO Mod (20517634)

Created On: 10/24/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 27, 2026
58± 7/ 100
Power Score
Structural 63
Reliability 52
Going First 66
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 63
Going First 66
Going Second 58
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Tempo
  • Format: master-duel

Legality

Main 41 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Clown Crew Rehearsal, Malabarisme and Matinee chain Clown Crew monsters from Deck and Extra Deck into Biancaviso, Nerva, Packbit and Malong bodies with 2500 to 3300 ATK, plus Pendulum, Ritual and Tribute summons.; Dristy and Diabolo give double piercing or second attacks off Tribute Summons, and Nibiru and Biancaviso can take over a board when the opponent summons heavily.
  • Turn 1 (going first): Opening starter from Rehearsal, Cappello, Malabarisme, Matinee or Flair, then Special Summon Clown Crew monsters from Deck or Extra Deck and keep Ash, Ghost Ogre, Veiler or Maxx C up as interaction.
  • Turn 2 (going second): Use Ash, Ghost Ogre, Veiler, Droll and Maxx C to answer the opponent's first board, then rebuild through Preparation of Rites and the Ritual or Clown Crew searchers.
  • Recovery: Clown Crew Finale, Soiree Operations and Clown Crew New Face recur Clown Crew cards from GY and banishment, and Fuwalos and Maxx C provide draws; this recovery is inferred from card text, not observed.
  • After siding: No side deck is registered (0 cards), so there is no post-side plan; in Master Duel's usual single-game format this is a limited weakness.

Why it scores here

The deck reliably opens because nine different 3-copy starters and searchers (Rehearsal, Cappello, Malabarisme, Flair, Matinee, Preparation of Rites and others) give an estimated 0.84 chance of at least one searcher-type card in a 5-card opening hand, with 29 Clown Crew copies providing a strong archetype core (Inferred). Conversion is scored from the card text and the Extra Deck spread (7 Synchro, 3 Link, 3 Fusion, 2 Xyz), not from recorded boards, because no combo boards were supplied; that caps D3 and D4 at moderate values. Interaction is the deck's strongest structural feature: 10 hand traps, 8 negation texts and 16 removal texts, including Ash, Ghost Ogre, Veiler, Maxx C, Droll, Herald and Biancaviso, which keeps the engine alive through one disruption. Weaknesses are a 0-card side deck (D12 ~20), a choke point at Rehearsal and Malabarisme (per the guide), and high pilot demand (D14 ~40). Popularity and the archetype share did not earn points, and card scores were not averaged; the score comes from the system-level read of access, conversion, interaction and closing power.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one 3-copy starter in 5 cards) ≈ 0.33 per card and about 0.84 for the searcher group; core Clown Crew density 29 copies; accessibility is high but not guaranteed (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Nine 3-copy starters and 10 hand traps leave some redundant or dead hands, especially hand-trap-only hands; no hand-level brick data was supplied (Inferred)
D3 Combo Conversion & Ceiling 68 No recorded boards (combos_evidence total 0); ceiling is read from card text, with Malabarisme and Matinee summoning Clown Crew monsters into Biancaviso, Nerva and Packbit bodies (Inferred)
D4 Combo Floor & Median Output 55 No recorded boards, so median output is unknown and rests on the guide's description of the engine and its choke points (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Ash, Ghost Ogre, Veiler, Maxx C and Droll provide several hand-trap options, and Clown Crew New Face and Finale recur cards after removal (Inferred from card text)
D6 Resource Economy, Recovery & Grind 60 Fuwalos and Maxx C draw, Finale and Soiree recover Clown Crew cards from GY and banishment, but Rehearsal's Tribute cost spends resources (Inferred from text)
D7 End-Board & Interaction Quality 72 Eight negation texts and 16 removal texts, including Herald, Crossout Designator, Biancaviso negation and Finale destruction; the interaction density is high, though Herald and Crossout are Limited (Inferred semantic)
D8 Going-Second & Board-Breaking Power 60 Biancaviso negates, Nibiru can answer a mass summon, and Droll and Maxx C punish going-second boards; going-second hand-trap coverage is about 0.84 for one or more hand traps in a 6-card hand (Inferred)
D9 Offensive Pressure & Closing Power 74 Nerva at 3300 ATK, Packbit at 2900, Biancaviso and Magnamhut at 2500, Malong at 2200, and Diabolo's double piercing and Dristy's second attack give strong closing bodies (Verified stats; Inferred use)
D10 Main Deck Efficiency & Flexibility 62 41 main-deck cards in the 40 to 60 range with 20 distinct cards and 9 three-copy cards; 19 generic cards and 52 percent exact-name purity give a coherent but not compact list (Inferred)
D11 Extra Deck Efficiency & Coverage 64 15 Extra Deck cards (7 Synchro, 3 Link, 3 Fusion, 2 Xyz) are all Clown Crew or Clown Crew-adjacent in function, with flexible Synchro and Link bodies (Verified composition; Inferred use)
D12 Side Deck Adaptability 20 No side deck is registered, so there is no post-side plan; in Master Duel's usual single-game format this matters less, but it still scores low (Inferred)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample; archetype meta-share is absent, so matchup fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Chained Tribute, Pendulum, Ritual and Synchro sequencing plus the guide's warnings about locking yourself out without careful card reading imply a high decision load (Inferred from text and guide)

How the score was computed

Strategy profile: Combo. Structural ≈ 63, Going First ≈ 66, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: unrecoverable choke point (-2); weak post-side plan (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, no dated sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.84 · 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

  • Many 3-copy starters and searchers give high engine access in the opening hand
  • Dense hand-trap and negation coverage (10 hand traps, 8 negation texts) keeps the engine alive through one disruption
  • Extra Deck spread is flexible (Synchro, Link, Fusion, Xyz) and mostly on-archetype
  • Strong closing bodies (Nerva, Packbit, Biancaviso, Malong)

Weaknesses

  • No side deck, so no post-side adaptation
  • High pilot load from Tribute, Pendulum, Ritual and Synchro sequencing
  • Choke points at Rehearsal and Malabarisme
  • Usage-stat matcher marks several Extra Deck cards as absent although they are in the list, so the core-presence figures are unreliable

Critical choke points

  • Clown Crew Rehearsal (Tribute cost and single searcher path)
  • Clown Crew Malabarisme (main Special Summon starter)
Priority Remove Add Reason
1 No list change is supported by this evidence: the main limits (choke points, no side deck, high pilot load) are structural and play-related, and no matchup or win-rate data exists to justify a swap.

Evidence & confidence

  • Verified: Legal in master-duel: 41 main, 15 extra, 0 side; all Limited and Semi-Limited cards run within legal copies; Composition counts and copy histogram match the card list; Usage stats show Clown Crew Rehearsal, Cappello, Flair and New Face at 100% inclusion
  • Inferred: Engine access is high (about 0.84 for the searcher group in a 5-card opening hand); Interaction density is high based on card text; Going-second hand-trap coverage is about 0.84 for one or more hand traps in a 6-card hand; Recovery through Finale, Soiree and New Face is read from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament data)
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry; going-first and going-second splits are Inferred Usage-stat in_this_deck flags are false for Extra Deck cards that are in the list (Nerva, Fiends, Diabolo, Malong, Meteor, Herald, Linkuriboh), so the missing_core list is unreliable and core presence is understated Meta Power is Provisional without a dated metagame sample

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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