Clown Crew Deck #773595 — Yu-Gi-Oh! Master Duel

50 Main, 14 Extra, incl. Clown Crew Biancaviso x3, Clown Crew Cappello x3, Clown Crew Flair 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
MidrangeConfidence: LowEvaluated Oct 27, 2026
53± 10/ 100
Power Score
Structural 57
Reliability 58
Going First 58
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 53/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 57
Going First 58
Going Second 60
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: master-duel

Legality

Main 50 / Extra 14 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Tribute Summon and Ritual/Fusion/Synchro/Xyz/Link extra-deck pressure from the Clown Crew engine (Biancaviso 2500 ATK, Mitsurugi Ritual Ritual Monsters), with Nerva and Ame no Murakumo as high-ATK closers where present; Recursion-based grind through Clown Crew Rehearsal, Flair, Cappello and Malabarisme card advantage
  • Turn 1 (going first): Open on Clown Crew Cappello or Rehearsal, Pendulum/Ritual into Biancaviso or Flair, then convert the Tribute Summon into Extra Deck monsters while holding Ash Blossom and Infinite Impermanence for the first opposing response
  • Turn 2 (going second): Use hand traps (Ash Blossom, Droll & Lock Bird, Effect Veiler, Maxx C, Nibiru) to break the opponent's first Special Summon chain, then Tribute Summon through the board
  • Recovery: Clown Crew Malabarisme and Rehearsal recycle from the GY or banish zone; Flair and Maxx C provide draw to rebuild a hand
  • After siding: No side deck in Master Duel; the plan is fixed, so post-side adaptation is not applicable

Why it scores here

The deck reliably opens a Clown Crew starter: 27 exact-name Clown Crew copies give about 98% odds of at least one core card in a 5-card opening hand (Inferred), and the archetype-core group is the strongest consistency signal in the evidence. Conversion is credible but thinly documented: the only recorded board is a single Habakiri line with power index 24, so the ceiling and median both sit low and cannot be read as a strong combo output. Interaction is the deck's better-supported feature, with 11 hand traps, 13 negation-text cards and 13 removal-text cards giving layered answers on both turns (Inferred from card text). Popularity (Clown Crew appears in the usage stats) confirms the list is a real, accessible build, but it did not earn points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one core Clown Crew card in a 5-card opening hand) ≈ 0.98 and P(at least one searcher-text card) ≈ 0.93; 27 archetype copies (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Copy histogram is 17 singletons, 6 doubles and 7 triples; 11 hand traps and 14 tech cards compete for slots, with a 6-card going-second hand carrying about 79% hand-trap access (Inferred)
D3 Combo Conversion & Ceiling 45 Only one recorded combo, best_line power index 24 with starter count 1 and board_per_starter 0; the ceiling is essentially unmeasured (Observed, thin)
D4 Combo Floor & Median Output 35 Median power index 24 equals the single recorded line; no distribution to read beyond that (Observed, thin)
D5 Interruption Resilience & Route Redundancy 60 Starter diversity 1 and only one recorded line, but recursion (Malabarisme, Rehearsal) and multiple hand traps give partial independent routes after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Average end hand 1 and zero GY/banish resource recorded; Flair, Maxx C and Rehearsal provide draw and recycling from card text (Inferred)
D7 End-Board & Interaction Quality 68 Interaction density avg 0 from combos, but 13 negation-text, 13 removal-text and 11 hand-trap cards on the list give layered answers from card text (Inferred)
D8 Going-Second & Board-Breaking Power 62 Going-second hand-trap access ≈ 0.79 on 6 cards from the probability table; no going-second combo lines recorded (Inferred)
D9 Offensive Pressure & Closing Power 60 Closing cards include Clown Crew Biancaviso at 2500 ATK, Nerva at 3300 ATK and Ame no Murakumo at 3200 ATK in the Extra/Main lists; no recorded end-board ATK (Inferred)
D10 Main Deck Efficiency & Flexibility 60 50 Main cards with 30 distinct; 17 singletons and 3-copy engine cards keep consistency, but 37 off-archetype copies lower coherence (Inferred)
D11 Extra Deck Efficiency & Coverage 58 14 Extra cards spread across 4 Fusion, 3 Synchro, 3 XYZ and 4 Link; Clown Crew Dristy and Diabolo are archetype-linked; Nerva is absent from the list while it is a core card in usage stats (Inferred)
D12 Side Deck Adaptability 35 No side deck in Master Duel (side_count 0); no post-side data (Provisional)
D13 Matchup Coverage & Format Fit 50 No archetype meta-share or tournament link in the export; matchup fit cannot be verified (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-step Tribute and Ritual sequences with several chained effects and the Malabarisme/Rehearsal choke point raise decision load (Inferred)

How the score was computed

Strategy profile: Midrange primary, with Toolbox as a minor secondary signal. Structural ≈ 57, Going First ≈ 58, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: engine coherence conflict (-3); banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.98 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex 24, median 24, board-per-starter 0
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Archetype core is dense and reliably drawable (Inferred)
  • Layered hand-trap and negation coverage on both turns (Inferred)
  • Recursion and draw through Malabarisme, Rehearsal and Flair (Inferred)

Weaknesses

  • Only one recorded combo line, so ceiling and median are not established (Observed, thin)
  • Mitsurugi splash and off-archetype slots reduce engine coherence (Verified composition)
  • No side deck and no post-side plan in Master Duel (Verified format)

Critical choke points

  • Clown Crew Rehearsal and Malabarisme as the recovery and card-advantage engine; the guide names them as the deck's choke point (Observed guide)
  • Dependence on Tribute Summon enablers for the Extra Deck line (Inferred)
Priority Remove Add Reason
1 One Mitsurugi-only singleton (for example Mitsurugi Mirror) A second archetype-consistent Clown Crew card Raises exact-name purity and reduces engine conflict without changing the interaction package (Inferred)

Evidence & confidence

  • Verified: Legal: 50 Main, 14 Extra, 0 Side within Master Duel size rules; Restricted cards and banlist statuses match the legality block
  • Observed: One recorded combo line, power index 24; Guide describes Rehearsal and Malabarisme as the choke point
  • Inferred: Starter access ≈ 0.98 from hypergeometric archetype-core estimate; Hand-trap coverage ≈ 0.79 going second; Interaction quality read from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup fit and tournament reliability
  • Data gaps: no tournament link — archetype meta-share and per-pilot match record absent only one recorded combo line, so the combo ceiling and median are unreliable no win-rate telemetry exists in YGOVN; going-first/second and matchup signals are Inferred Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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