Clown Crew Deck #773862 — Yu-Gi-Oh! Master Duel

42 Main, 15 Extra, incl. Clown Crew Biancaviso x3, Mulcharmy Fuwalos x3, Clown Crew Cappello x3. Created Oct 25, 2026 by YGO Mod.

Deck Clown Crew Master Duel

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
54± 7/ 100
Power Score
Structural 58
Reliability 55
Going First 60
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 54/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 58
Going First 60
Going Second 60
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: master-duel

Legality

Main 42 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Clown Crew chain-block and multi-Tribute summons into Biancaviso, Nerva, and Vanity's Ruler boards, with draw-engine card advantage carrying the long game; Extra Deck synchro, link and fusion bodies (Herald, Ecclesia and the Dark Dragon, Albion) once a Clown Crew starter is live
  • Turn 1 (going first): Open Clown Crew Flair or Cappello with Rehearsal or Malabarisme to reach Clown Crew Biancaviso, then keep Ash Blossom, Effect Veiler and Droll to protect the first board
  • Turn 2 (going second): Use Ash Blossom, Droll and Effect Veiler on the opponent's starter, then rebuild through Mulcharmy draw effects and Malabarisme or Rehearsal from the GY
  • Recovery: Recover through Mulcharmy Fuwalos and Purulia draw triggers, Maxx C, and GY-banish Rehearsal or Flair, which the deck can use to re-add Clown Crew cards
  • After siding: No side deck is registered, so no post-side plan can be evaluated; the Main Deck itself carries all interaction

Why it scores here

The deck reliably opens a Clown Crew starter: 28 archetype copies give about a 99.8% chance of at least one in a 5-card opening hand, and the strongest individual card-draw and summon engines are triple-copied. Its conversion is medium-high on paper, since Biancaviso, Nerva and the Extra Deck synchro, link and fusion bodies can end a board, but no recorded boards exist, so the ceiling and median are text-based estimates. Interaction is layered across nine hand traps and negate text (Ash Blossom, Effect Veiler, Droll and Lock Bird, Maxx C), which lets it survive one disruption, though the guide flags the Rehearsal and Malabarisme choke points. The score comes from consistency, median output and interaction across the whole system, not from Clown Crew's popularity or from averaging the card scores. The missing side deck and the absence of recorded combos or tournament results keep it from scoring higher.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(at least one archetype-core card in 5-card hand) ≈ 0.998; P(at least one searcher-text card) ≈ 0.80; bridge from starter to full engine is still uncertain (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Copy histogram is mostly triple-copied with no conflicting summon lines; 15 non-archetype copies and no side deck add some brick risk (Inferred)
D3 Combo Conversion & Ceiling 62 No parseable boards; ceiling read from text only (Biancaviso summon, multi-summon, draw up to 11 per guide), not measured (Inferred)
D4 Combo Floor & Median Output 50 No combo boards or power distribution; median assumed below the ceiling because the Rehearsal and Malabarisme choke points weigh on routine lines (Provisional)
D5 Interruption Resilience & Route Redundancy 62 Nine hand-trap and negate effects plus several independent summon routes allow continuing after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 65 Draw engines (Mulcharmy Fuwalos and Purulia, Maxx C, Cappello) and GY recursion (Rehearsal, Matinee, New Face) give good card economy (Inferred)
D7 End-Board & Interaction Quality 60 Herald of the Arc Light, Clown Crew Finale and Biancaviso negate, with Veiler and Ash as hand traps, give layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 62 Going-second hand traps (Ash, Droll, Veiler) plus Biancaviso negate challenge an established board well (Inferred)
D9 Offensive Pressure & Closing Power 58 Nerva 3300 ATK, Biancaviso 2500 and Vanity's Ruler give strong end-board pressure, but no direct recorded closing data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 55 42 Main Deck cards in the legal 40-60 range, with 49% exact-name archetype purity and 29 off-archetype copies lowering compactness (Verified)
D11 Extra Deck Efficiency & Coverage 62 Extra Deck has 15 cards across synchro, link, fusion and xyz with good coverage, but Herald and Nerva are single-copy dependencies (Verified)
D12 Side Deck Adaptability 20 No Side Deck registered at all, so there is no post-side plan to assess (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample; archetype-share context absent, so format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Tribute restrictions, chain-block timing and the Rehearsal and Malabarisme decision points make the deck demanding for a new pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 58, Going First ≈ 60, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: No side deck (-2); Unrecoverable choke points (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers(-4)

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

  • Near-certain archetype-core access in the opening hand
  • Strong card economy from Mulcharmy draw effects and GY recursion
  • Layered interaction from nine hand-trap and negate effects
  • Strong Extra Deck coverage across four summon types

Weaknesses

  • No side deck, so no post-side plan
  • Heavy reliance on a few choke-point starters (Rehearsal, Malabarisme)
  • Only 49% exact-name archetype purity, which weakens engine coherence
  • Complex Tribute and chain-block timing raises pilot demands

Critical choke points

  • Clown Crew Rehearsal and Clown Crew Malabarisme are the main starters; missing both removes most of the engine
  • Herald of the Arc Light and Nerva are single-copy Extra Deck dependencies
Priority Remove Add Reason
1 One Mulcharmy Purulia A 1-copy side-compatible starter or Clown Crew Dristy Trims off-archetype copies to raise purity and engine coherence (Inferred)
2 None A Side Deck of 5-10 cards Adds a post-side plan so D12 is no longer 20 (Verified: no side cards registered)

Evidence & confidence

  • Verified: Legal in master-duel with 42 main, 15 extra, 0 side; Restricted cards: Herald (Limited, 1), Maxx C (Limited, 1), Droll and Fallen & Virtuous (Semi-Limited, 2 each); Archetype purity 49.1%; 28 Clown Crew copies, 29 off-archetype; No side deck registered
  • Observed: Usage stats: Clown Crew Rehearsal, Maxx C, New Face, Cappello, Soiree Ops and Flair at 100% inclusion in the archetype sample
  • Inferred: Opening-hand starter and searcher probabilities from hypergeometric estimates; Hand-trap and negate coverage read from card text; Draw-engine and recursion economy read from card text; Pilot complexity from Tribute and chain-block timing
  • Provisional: Meta and format fit (no dated metagame sample); Floor and median output (no recorded boards)
  • Data gaps: No combos supplied: 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 exists in YGOVN Meta Power is Provisional unless a dated metagame sample is supplied No side deck registered, so post-side performance cannot be assessed

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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