Clown Crew Deck #773884 — Yu-Gi-Oh! Master Duel

50 Main, 14 Extra, incl. Clown Crew Biancaviso x3, Clown Crew Cappello x3, Clown Crew Flair 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
59± 6/ 100
Power Score
Structural 67
Reliability 53
Going First 71
Going Second 71

Deck — Deck Power Evaluation

Final Contextual Deck Power: 59/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 67
Going First 71
Going Second 71
Meta Power provisional
Tournament Reliability 53
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Tribute-summon Clown Crew monsters, then close with Clown Crew Biancaviso (2500 ATK) or Ame no Murakumo no Mitsurugi (3200 ATK, Ritual Summoned via Mitsurugi Ritual) while Nerva and Garura add extra threats; Double-attack and piercing pressure from Clown Crew Dristy (second attack for Tribute Summoned monsters) and Clown Crew Diabolo (double piercing) once a Tribute board is established
  • Turn 1 (going first): Open with Clown Crew Rehearsal, Clown Crew Flair or Pre-Preparation of Rites to reach a second Clown Crew threat, and keep one hand trap (Infinite Impermanence or Ash Blossom) for the opponent's first activation
  • Turn 2 (going second): Use the six-card hand to hold hand traps (Ash Blossom, Infinite Impermanence, Droll and Lock Bird, Maxx C, Effect Veiler, Nibiru) against the opener, then convert the surviving board through Tribute Summons
  • Recovery: Clown Crew New Face shuffles 3 Clown Crew cards from the GY/banishment into the Deck and draws 1 in the Standby Phase; Malabarisme and Finale recur from the GY per their text
  • After siding: No side deck is registered (Side Deck size 0) and Master Duel is played as a single game, so there is no post-side plan to evaluate

Why it scores here

The deck reliably opens its engine: the 27 exact-name Clown Crew copies give about a 0.98 chance of at least one in the 5-card opener, and 20 searcher-text cards give about a 0.93 chance of at least one searcher, which supports the consistency scores. Interaction is the strongest system feature, with 11 hand traps, 13 negation-text cards and 13 removal-text cards, so it holds up on the opponent's turn and is especially useful going second (about a 0.79 chance of at least one hand trap in six cards). Conversion and floor are scored lower because there are no recorded boards, so the ceiling and median come only from card text and the guide's warnings about choke points at Rehearsal and Malabarisme. Popularity and archetype usage confirm the list is a real, accessible build but earned no points by themselves, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 74 P(at least one of 27 Clown Crew copies in 5-card opener) about 0.98; P(at least one searcher-text card in 5) about 0.93 (Inferred)
D2 Opening-Hand Quality & Brick Management 62 11 hand traps and 2-3 copies of most engine cards give functional hands, but dead-draw risk stays high when the Tribute or Extra Deck pieces are missing (Inferred)
D3 Combo Conversion & Ceiling 62 No recorded boards; ceiling read from card text: Malabarisme special summons 2 Clown Crew, Finale destroys face-up cards, Murakumo destroys all opposing monsters on Special Summon (Inferred)
D4 Combo Floor & Median Output 55 No recorded combos, so median output is text-only and unverified; the guide flags Rehearsal and Malabarisme as choke points (Inferred)
D5 Interruption Resilience & Route Redundancy 72 Two starter families (Clown Crew Tribute/Pendulum and Mitsurugi Ritual/search) plus GY recursion and five disruption hand traps give independent routes (Inferred)
D6 Resource Economy, Recovery & Grind 74 Clown Crew New Face draws and shuffles back, Maxx C and Mulcharmy Fuwalos draw, Finale and Malabarisme recur from the GY (Inferred from card text)
D7 End-Board & Interaction Quality 80 13 negation-text and 11 hand-trap cards with no floodgate; Infinite Impermanence and Finale give layered answers to face-up boards (Inferred semantic)
D8 Going-Second & Board-Breaking Power 74 Going-second hand-trap density (about 0.79 in six cards) and Murakumo plus Finale give a board-breaking route; no going-second split is recorded (Inferred)
D9 Offensive Pressure & Closing Power 75 Biancaviso 2500 ATK, Murakumo 3200 ATK, Nerva 3300 ATK; Diabolo double piercing and Dristy second attack add closing reach (Verified text, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 60 50 main-deck cards with 30 distinct; 17 singletons and 11 Mitsurugi-package copies beside 27 Clown Crew copies dilute engine density (Verified composition)
D11 Extra Deck Efficiency & Coverage 66 14 Extra Deck cards: 8 Clown Crew monsters (Meteor 3, Diabolo 2, Fiends 2, Dristy 1) and 6 outside the archetype across Fusion, Link, Synchro and XYZ (Verified composition)
D12 Side Deck Adaptability 40 Side Deck size 0 in Master Duel, so no post-side plan exists; the score reflects that absence, not measured performance (Provisional)
D13 Matchup Coverage & Format Fit 55 No tournament link or dated meta sample; archetype usage supports the build as real but says nothing about its strength in the format (Provisional)
D14 Pilotability & Error Tolerance 45 Pendulum, Tribute and summon-restriction text across several cards plus a guide warning about misplaying locks mean many decision points (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 67, Going First ≈ 71, Going Second ≈ 71, Meta = provisional, Tournament Reliability ≈ 53. Modifiers: banlist exposure (-1); engine conflicts (-2); unrecoverable_choke_point (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*67 + 0.20*53 = 64.2, minus 5 in modifiers = 59

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.98 · key two-card combo ≈ — · full-brick estimate ≈ 0.02 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core engine is redundant: 27 exact-name copies give near-certain access in the opener
  • Searcher density of about 20 cards keeps the engine findable
  • Eleven hand traps plus negation and removal text cover the opponent's first activation and the endboard
  • No floodgate dependency, so the list does not rely on a single fragile lock
  • Extra Deck covers four summon types with several threats at 2500 to 3300 ATK

Weaknesses

  • No recorded boards, so combo conversion and median output are unverified
  • Hand-trap-heavy hands are dead when the Tribute or Extra Deck pieces are missing
  • Mitsurugi package (11 copies) and Clown Crew summon restrictions compete for space and conflict in sequencing
  • Six of the 14 Extra Deck cards sit outside the archetype, which lowers Extra Deck efficiency
  • No side deck, so there is no post-side adaptation in this format

Critical choke points

  • Clown Crew Rehearsal (3 copies, 100% usage) is a required starter for the search chain and is named by the guide as a choke point
  • Clown Crew Malabarisme (2 copies, typical 3) is named by the guide as a choke point and is dead until it reaches the GY
  • Super Polymerization (2 copies) depends on the Fusion Monsters in the Extra Deck to be live
Priority Remove Add Reason
1 Mitsurugi Mirror a third Clown Crew Malabarisme Usage stats show Malabarisme at 79% inclusion with a typical 3 copies while this list runs 2; the trade-off is a few more dead draws, and Mitsurugi Mirror only serves the Mitsurugi package

Evidence & confidence

  • Verified: Legality: 50 main, 14 extra, 0 side within size_rules; Limited and Semi-Limited copy counts within legal limits; Card text excerpts and stat lines for every listed card; Hypergeometric draw figures recomputed from 50 cards and matching the evidence
  • Observed: Usage-statistics inclusion percentages and typical copy counts; Guide snippet naming Rehearsal and Malabarisme as choke points and the lock-misplay warning
  • Inferred: Consistency estimates for starters and searchers (D1, D2); Ceiling and median read from card text because no boards were recorded (D3, D4); Interaction density and going-second hand-trap value (D7, D8); Pilotability burden (D14)
  • Provisional: Meta Power (null) and matchup fit (D13); Going-second and post-side performance, since no side deck is registered and no win data exists
  • Data gaps: No combos supplied (combo data total 0): D3 and D4 are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry in YGOVN (going-first/second, matchup, brick and starter rates) usage statistics in this deck flags conflict with the card list for Extra Deck cards: Nerva, Diabolo, Fiends, Meteor, Dristy and Linkuriboh are run at 1-3 copies but flagged false, so missing core cards and the 56% core-card presence understate real coverage; treated as a main-deck-only check Deck title is null; no side deck (Master Duel single game) Only one guide (Vietnamese, no section structure), so human strategic intent is thin

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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