Clown Crew Deck #773917 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Clown Crew Cappello x3, Clown Crew Flair x3, Ash Blossom & Joyous Spring 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
ComboConfidence: MediumEvaluated Oct 27, 2026
58± 8/ 100
Power Score
Structural 60
Reliability 56
Going First 56
Going Second 64

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 60
Going First 56
Going Second 64
Meta Power provisional
Tournament Reliability 56
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Clown Crew chain-summons (Rehearsal, Malabarisme, Cappello, Flair) into Extra Deck boss monsters such as Clown Crew Biancaviso and Nerva, with Ecclesia and Herald as secondary threats.; Synchro and Fusion pressure from Ecclesia and the Dark Dragon, Albion the Branded Dragon and Herald of the Arc Light.
  • Turn 1 (going first): Open on a Clown Crew Rehearsal or Malabarisme starter, convert it into a Clown Crew board, and keep a hand trap (Ash Blossom, Effect Veiler, Ghost Ogre) for the opponent's first activation.
  • Turn 2 (going second): Use the six-card hand's hand traps (Ash Blossom, Droll and Lock Bird, Ghost Belle, Maxx C, Effect Veiler) to break the opponent's first board, then rebuild through Clown Crew Finale or Matinee Operatics.
  • Recovery: Recur Clown Crew cards from the GY and banish zone (New Face shuffle, Soiree Operations, Ghost Belle GY effects) and rebuild the Clown Crew board from the Deck.
  • After siding: Master Duel has no side deck; the post-interaction plan is limited to re-sequencing the same 40 cards and 15 Extra Deck cards.

Why it scores here

The deck is scored as a connected system, not as an average of its card scores. Its consistency comes from three-copy Clown Crew starters (Rehearsal, Cappello, Flair, Malabarisme) and a 0.9988 proxy chance of at least one archetype-core card in a five-card opening hand, though the explicit two-card choke point at Rehearsal and Malabarisme keeps D1 well below a full-consistency score. Its strongest traits are interaction and going-second play: about 88% of six-card hands contain at least one hand trap, and roughly 20 removal-text and 10 negation-text cards give it layered answers. Combo ceiling and median output are not measurable here because no parseable boards were supplied, so D3 and D4 rest on text reads and the one guide's claim of chain draws of up to 11 cards. Popularity and archetype usage stats confirm the list is real and accessible but add no power on their own, and Meta Power stays provisional with no tournament link.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 Three-copy starters give P(at least one in opening 5) of about 0.34 each, and the archetype-core proxy reaches 0.9988; the guide names a two-card choke point at Rehearsal and Malabarisme (Inferred).
D2 Opening-Hand Quality & Brick Management 60 Forty cards include 18 level-0 spells and traps, a 3-copy-heavy histogram and a 12-card flex tail, so some hands are redundant or conflicting (Inferred).
D3 Combo Conversion & Ceiling 58 No parseable boards exist; ceiling is a text-only read of Clown Crew chain draw and multi-summon effects, and the guide's up-to-11-card draw claim is unverified (Inferred).
D4 Combo Floor & Median Output 45 No recorded median or power distribution is available, so the floor is estimated from starter diversity and the tail of off-archetype staples (Provisional).
D5 Interruption Resilience & Route Redundancy 62 Eleven hand traps and recursion from Ghost Belle, New Face and Soiree Operations give several independent answers to one disruption (Inferred).
D6 Resource Economy, Recovery & Grind 60 Clown Crew shuffle-back and banish recursion from the GY and Ritual Spell recovery give a moderate grind plan, but no resource telemetry exists (Inferred).
D7 End-Board & Interaction Quality 72 Layered interaction includes Ash Blossom, Veiler, Ghost Ogre, Ghost Belle, Droll and Lock Bird, Maxx C, Dominus Spark, Crossout Designator and Herald, all from card text (Inferred).
D8 Going-Second & Board-Breaking Power 70 Eighty-eight percent of six-card hands contain at least one hand trap, plus Herald and Dominus Spark for going-second board breaking (Inferred).
D9 Offensive Pressure & Closing Power 65 Biancaviso at 2500 ATK, Nerva at 3300 ATK and Albion at 2500 ATK give strong end-board stats, though no closing-damage data exists (Verified stats, Inferred closing).
D10 Main Deck Efficiency & Flexibility 58 Only 26 of 40 main-deck copies (47.3%) are exact archetype names; 16 generic and 13 off-archetype copies lower coherence (Verified).
D11 Extra Deck Efficiency & Coverage 55 Extra Deck has 15 slots across eleven distinct cards, with four of the core Clown Crew Extra cards missing from the list; mandatory and flex slots are mixed (Verified composition, Inferred use).
D12 Side Deck Adaptability 45 Master Duel has no side deck (side count 0), so post-side adaptability is not applicable and is scored as a provisional neutral value (Provisional).
D13 Matchup Coverage & Format Fit 50 No tournament link, meta-share or per-pilot record exists, so format fit cannot be measured (Provisional).
D14 Pilotability & Error Tolerance 55 Clown Crew chain sequencing and multiple Extra Deck summon conditions raise the decision load, and the guide warns that the lock is punishing if the player misreads card text (Inferred).

How the score was computed

Strategy profile: Combo. Structural ≈ 60, Going First ≈ 56, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 56. Modifiers: Unrecoverable choke point (-2); Banlist exposure (-1); Interaction redundancy (1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Structural 60.4 and TR 56 give 59.5 before modifiers, then -2 net modifiers = 57.5, rounded to 58

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

  • Layered interaction with eleven hand traps and multiple negation effects
  • Strong going-second hand-trap coverage (about 88% of six-card hands)
  • Three-copy core starters with a high archetype-core proxy probability
  • Extra Deck boss monsters with 2500 to 3300 ATK

Weaknesses

  • Two-card starter choke point at Rehearsal and Malabarisme
  • Only 47% of main-deck copies are exact archetype cards
  • Four core Clown Crew Extra Deck cards are missing
  • Off-archetype and generic staples dilute the engine

Critical choke points

  • Clown Crew Rehearsal and Clown Crew Malabarisme as the two-card starter pair
  • Limited and Semi-Limited restrictions on Maxx C, Herald, Droll and The Fallen and The Virtuous
Priority Remove Add Reason
1 One off-archetype staple A third Clown Crew starter or recursion card Raises archetype purity and gives a backup to the two-card choke point.
2 One copy of Crossout Designator A second copy of a Clown Crew Extra Deck boss monster Strengthens the end-board without a new dependency; Crossout is only a single-copy tech option.

Evidence & confidence

  • Verified: Legality: Legal, 40 Main and 15 Extra, no violations; Banlist: Maxx C and Herald Limited (1 copy), Droll and The Fallen and The Virtuous Semi-Limited (2 copies); Card stats for Biancaviso 2500, Nerva 3300, Albion 2500; Archetype purity 47.3%
  • Observed: Usage stats: Clown Crew Rehearsal, Maxx C, New Face, Cappello and Flair at 100% inclusion in the archetype sample
  • Inferred: Starter consistency estimates from hypergeometric draws; Hand-trap coverage from text and copy counts; Going-first and going-second splits
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament link); Side adaptability (no side deck in Master Duel)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry exists in YGOVN for going-first, going-second, matchup, brick or OTK rates Meta Power is provisional without a dated metagame sample Only one guide snippet is attached, with no section structure

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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