Clown Crew Deck #774098 — Yu-Gi-Oh! TCG

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

Deck Clown Crew TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 27, 2026
35± 10/ 100
Power Score
Structural 59
Reliability 45
Going First 62
Going Second 64

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 59
Going First 62
Going Second 64
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Control
  • 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: Tribute and Ritual/Fusion pressure from Clown Crew monsters (Biancaviso 2500 ATK, Flair/Cappello beats) backed by Runick Extra Deck summons; Runick Extra Deck follow-ups (Hugin, Munin, Geri, Sleipnir) that add board or banish opposing cards
  • Turn 1 (going first): Open Cappello, Rehearsal or Flair to reach a Clown Crew Ritual/Tribute line, keeping Ash or Ghost Ogre up for the opponent's first activation; route depends on the hand because most conversion is Inferred
  • Turn 2 (going second): Use hand traps (Ash, Ghost Ogre, Ghost Belle, Droll, Infinite Impermanence) to break the opponent's first board, then Runick Quick-Play spells for removal and a Tribute Summon of Biancaviso
  • Recovery: Runick Fountain and Clown Crew New Face recycle GY Quick-Play Spells and Clown Crew cards; Rehearsal banish-from-GY Ritual recovers a second summon, but the exact recovery route is Inferred from text only
  • After siding: No side deck is registered, so there is no post-side plan; this is a structural gap, not a tested weakness

Why it scores here

The deck reliably opens a Clown Crew or Runick starter: the 29 archetype-core copies give about 0.98 chance of at least one in a 5-card opening hand (Inferred, hypergeometric). Its strongest system trait is interaction density, with 12 hand traps, several Quick-Play Runick removal spells and Harpie's Feather Duster, which keeps the going-second plan alive (Inferred). Conversion and median output are not measurable here because the export has no parseable boards, so the ceiling and floor are text-only reads and carry low confidence. The legality failure (3 Ash Blossom and 3 Runick Fountain against limits of 2 and 1) caps the score, and the deck is scored structurally only. Popularity and archetype usage stats did not earn points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one core-archetype card in 5-card hand) ≈ 0.98; 29 core copies; 3-copy starters (Flair, Cappello, Rehearsal) (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Hand-trap and tech copies make some hands dead on the going-first side; full-brick proxy ≈ 0.02 for core set but 12 non-engine cards add dead-draw risk (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; Biancaviso 2500 ATK Tribute Summon and Runick Extra Deck summons suggest a real ceiling, but the combo steps are not recorded (Inferred semantic read)
D4 Combo Floor & Median Output 48 combo data total combos 0; median output unknown, scored conservatively near the middle (Provisional)
D5 Interruption Resilience & Route Redundancy 66 Five hand traps plus Runick Fountain and Clown Crew New Face give several independent interruption answers; recursion text present (Inferred)
D6 Resource Economy, Recovery & Grind 62 Clown Crew New Face and Runick Fountain recycle GY spells; Rehearsal can Ritual Summon from GY; spend-and-regenerate reads are text-only (Inferred)
D7 End-Board & Interaction Quality 80 Interaction is dense: 12 hand traps, 13 negation-text cards, 33 removal-text cards, Lightning Storm, Harpie's Feather Duster and Runick Destruction (Inferred from flags and text)
D8 Going-Second & Board-Breaking Power 72 Going-second hand-trap P(at least one in 6 cards) ≈ 0.79; board breakers Lightning Storm, Duster and Runick Destruction (Inferred)
D9 Offensive Pressure & Closing Power 60 Biancaviso 2500 ATK and Sleipnir 1500 ATK are the closing bodies; no end-board ATK sample exists (Inferred)
D10 Main Deck Efficiency & Flexibility 52 55 Main cards across 25 distinct names, 13 triple-copy cards; 37 percent exact-name archetype purity with a Runick sub-archetype split (Verified counts, Inferred coherence)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck split is 9 Fusion, 2 Link, 2 Xyz, 2 Synchro across 15 cards; Runick and Clown Crew Extra Deck targets overlap but mandatory slots are unclear (Inferred)
D12 Side Deck Adaptability 12 Side deck is empty (0 cards), so there is no post-side adaptability to score (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated metagame sample; archetype share is not available (Provisional)
D14 Pilotability & Error Tolerance 40 Pendulum, Ritual, Tribute and multi-Extra-Deck chains with 35 level-0 spells give many decision points per turn (Inferred)

How the score was computed

Strategy profile: Midrange primary, Control secondary (disclosed; no separate Control weights applied). Structural ≈ 59, Going First ≈ 62, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist and copy-limit exposure (-6); No side deck (-4); No recorded combos (-2); Illegal list cap (-9). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 56.4 - 12 = 44.4, then capped to 35 because the deck is Illegal (copy-limit violations); scored as theoretical/structural-only

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

  • Dense interaction package: 12 hand traps and several Quick-Play removal spells
  • Archetype core is heavily copied (29 copies), so the starter is usually present
  • Recursion routes (Runick Fountain, New Face, Rehearsal) support grind

Weaknesses

  • Illegal copy counts for Ash Blossom and Runick Fountain
  • Zero side deck, so no post-side adaptability
  • Low purity: 44 of 70 cards are off the exact archetype name
  • Pendulum, Ritual, Tribute and multi-Extra-Deck lines are complex to pilot

Critical choke points

  • Single Clown Crew Tribute route if the Ritual or Fusion monster is dead in hand
  • Runick Quick-Play spells all skip the next Battle Phase, which slows follow-up pressure if the first line fails
Priority Remove Add Reason
1 1 copy of Runick Fountain (from 3 to 1) and 1 copy of Ash Blossom & Joyous Spring (from 3 to 2) Other Clown Crew or Runick cards already in the list, or a sideboard-compatible tech card Clears the copy-limit violations so the deck can be evaluated as Legal rather than Illegal
2 A low-impact tech slot (Infinite Impermanence or a 1-copy Runick spell) A 15-card side deck of answers to Runick and hand-trap-heavy opponents Adds post-side adaptability, which is currently absent

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 counts are within the TCG size rules; Ash Blossom 3 copies vs Semi-Limited limit 2; Runick Fountain 3 copies vs Limited limit 1; Droll & Lock Bird and Harpie's Feather Duster are at Limited copy 1; Extra Deck breakdown 9 Fusion / 2 Link / 2 Xyz / 2 Synchro
  • Inferred: Starter access of about 0.98 for the core archetype in the opening hand; Hand-trap access of about 0.79 going second; Interaction density scored high from text and role flags; Structural and final scores built from D1 through D14
  • Provisional: Meta Power is null (no dated metagame sample); Matchup fit (D13) is a neutral placeholder
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry exists in YGOVN for this deck Meta Power is Provisional unless a dated metagame sample is supplied No side deck supplied, so post-side scoring is unavailable

More TCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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