Clown Crew Deck #773679 — Yu-Gi-Oh! TCG

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

Deck Clown Crew TCG

Created by: YGO Mod (20517634)

Created On: 10/24/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: Low
35± 8/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (Confidence: Low)

  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, Stun
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Extra-Deck Fusion, Synchro, Link and Ritual boss monsters (Clown Crew Biancaviso, Sleipnir, Clown Crew Dristy) enabled by Runick and Clown Crew Spells that convert Special Summons into board presence; Runick Quick-Play Spell pressure with banish and removal (Runick Destruction, Runick Flashing Fire) to clear blockers and then attack
  • Turn 1 (going first): Open with Clown Crew Rehearsal or Runick Tip to search a second-engine card, then use Clown Crew Flair or Malabarisme to reach a Ritual or Fusion boss; expect a single starter line with no full-combo data in the evidence
  • Turn 2 (going second): Use Ash Blossom, Ghost Belle, Ghost Ogre, Droll and Infinite Impermanence to answer the opponent's first board, then rebuild through Runick GY recursion and Extra-Deck summons
  • Recovery: Runick Fountain and Clown Crew New Face recur spells from GY and banish, and Clown Crew Finale or Flair re-search; recovery depends on GY Spell density, which the list supports only partially
  • After siding: None available: the deck has no side deck, so the only adjustment is in the Main Deck, which the illegal copy counts must first correct

Why it scores here

The score is built from the deck as a system, not from its card scores: consistency and recovery are limited by two competing engines (Runick and Clown Crew) that share a 55-card main, 35 level-0 Spell/Trap slots, and 37.1 percent exact-archetype purity. Interaction is the strongest area, with 12 hand traps, 13 negation-text cards and 33 removal-text cards giving multiple layers of answers, which supports the Toolbox read and the going-second score. Floor and median output cannot be measured because no boards were supplied, so the combo dimensions carry Inferred text reads with wide uncertainty. Popularity did not earn points: the Clown Crew core is in the usage statistics, but that confirms the list is real rather than strong. The deck is Illegal as built (Ash Blossom and Runick Fountain are over their copy limits and there is no side deck), so the final score is capped at 35 and labelled structural-only; Meta Power stays null.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 Clown Crew core (29 copies) gives P(at least one core card in a 5-card opening hand) about 0.98, but the single-copy-type starters at 3 copies each give only about 0.25 each (Inferred)
D2 Opening-Hand Quality & Brick Management 42 12 hand traps, 13 garnet-style Spells and 2-3 copies of most engine cards add dead-draw risk when the Runick or Clown Crew half is missing (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards exist, so ceiling is read from text only: Clown Crew Biancaviso, Sleipnir and Dristy give high-value summons if the Ritual or Fusion route goes through (Inferred)
D4 Combo Floor & Median Output 40 combos_evidence contains no boards, so median output cannot be measured and is scored conservatively from starter diversity (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Quick-Play Runick spells, 11 searchers and redundant hand traps give more than one route after interruption, but the two engines do not share starters (Inferred)
D6 Resource Economy, Recovery & Grind 55 11 searcher-text cards and recursion from GY (Runick Fountain, New Face, Flair) support rebuilding; no resource data is available (Inferred)
D7 End-Board & Interaction Quality 62 Interaction density is high (12 hand traps, 13 negation-text, 33 removal-text), and Ash Blossom and Ghost Belle are layered with other answers (Inferred)
D8 Going-Second & Board-Breaking Power 60 Going-second answers are strong (Ash Blossom, Ghost Belle, Ghost Ogre, Droll and Lock Bird), and hand-trap access on the second turn is about 0.79 (Inferred)
D9 Offensive Pressure & Closing Power 48 Closing power depends on Clown Crew Biancaviso (2500 ATK), Sleipnir (1500 ATK) and Diabolo's double piercing; no end-board data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 40 Main Deck has 25 distinct cards, 37.1 percent exact-archetype purity, and 35 level-0 Spell/Trap slots, so compactness is weak (Verified structure, Inferred consequence)
D11 Extra Deck Efficiency & Coverage 52 15 Extra cards across Fusion, Synchro, Xyz and Link, with 9 Fusion copies, but the Clown Crew Dristy, Fiends and Meteor copies are only 2 each (Verified)
D12 Side Deck Adaptability 10 No side deck is present (0 of 0-15 side cards), so there is no post-side plan to score (Verified, no post-side data)
D13 Matchup Coverage & Format Fit 45 No tournament link, no meta share and no matchup record are supplied, so format fit is Provisional
D14 Pilotability & Error Tolerance 40 Three routes (Ritual, Pendulum Tribute and Extra Deck summons) plus two engine-specific Spell lines require many decision points per turn (Inferred)

How the score was computed

Strategy profile: Toolbox primary, Midrange secondary (disclosed; no separate ratio computed). Modifiers: none.


More TCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top