Clown Crew Deck #774122 — Yu-Gi-Oh! TCG

45 Main, 21 Extra, incl. Clown Crew Biancaviso x3, The Great Gallant Bandit x3, Clown Crew Cappello 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
ComboConfidence: LowEvaluated Oct 27, 2026
30± 8/ 100
Power Score
Structural 58
Reliability 40
Going First 55
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 58
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Stun
  • Format: tcg

Legality

Main 45 / Extra 21 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Clown Crew Ritual, Tribute and Extra Deck summon chains into 2500+ ATK boss monsters (Biancaviso, Bandit, Avramax, Underworld Goddess); Tribute-summoned monsters gaining second attacks and piercing damage (Dristy, Diabolo, Fiends)
  • Turn 1 (going first): Open a Clown Crew starter, search Flair or Rehearsal, Ritual or Tribute into a boss, and protect the line with Ash Blossom and Ghost Belle
  • Turn 2 (going second): Use the hand traps (Ash Blossom, Ghost Belle, Infinite Impermanence, Droll and Lock Bird) to break the opponent's first combo, then rebuild through the graveyard
  • Recovery: Recycle Clown Crew cards from the graveyard and banishment with New Face and Finale, and re-summon through Malabarisme and Matinee Operatics
  • After siding: Not evaluable: the deck has zero side deck cards, so there is no post-side plan

Why it scores here

The deck reliably opens a Clown Crew engine: the archetype core is dense (29 copies, roughly 99.6 percent proxy chance of at least one core card in a 5-card hand, Inferred), and Flair and Rehearsal give it searchers. Its conversion ceiling is high because several Extra Deck bosses reach 2500 to 3000 ATK, but no recorded boards exist, so the ceiling and median are text-only estimates. Interaction is the deck's strongest area: 9 hand traps, 18 negation-text cards and 20 removal-text cards give it layered answers, especially going second. The score is held down by the illegal Extra Deck of 21 cards (the limit is 15), the empty side deck, and a high-complexity Ritual and Tribute sequence. Popularity and archetype usage were not credited, and card scores were not averaged; the deck is evaluated as a system.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one of the 29 core cards in a 5-card opening hand) is about 0.996; starter access is strong but the probability is a proxy (Inferred)
D2 Opening-Hand Quality & Brick Management 58 22 distinct Main Deck cards with several Extra-dependent starters and two Ritual needs; brick risk is moderate (Inferred)
D3 Combo Conversion & Ceiling 60 Ceiling reaches 2500 to 3000 ATK bosses through Tribute and Extra Deck summons, but there are no parseable recorded boards (Inferred from text)
D4 Combo Floor & Median Output 45 No recorded boards, so the median output is unknown and only estimated from the Main Deck's conversion structure (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Several independent starters and graveyard recursion (New Face, Finale) give a second line after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 58 Searchers (11 text hits) and graveyard recursion recover resources, but many lines spend Extra Deck materials (Inferred)
D7 End-Board & Interaction Quality 72 9 hand traps, 18 negation-text cards and 20 removal-text cards give layered interaction (Inferred from text)
D8 Going-Second & Board-Breaking Power 66 Hand traps and Ash Blossom and Ghost Belle answer going-second boards, but there is no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 70 Several 2500-plus ATK bosses and Avramax's 3000 ATK give strong closing power (Verified stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 55 45 Main Deck cards with 23 level-0 spells and traps and 50 percent exact archetype purity; the core is compact but off-archetype cards are heavy (Inferred)
D11 Extra Deck Efficiency & Coverage 40 21 Extra Deck cards exceed the 15-card limit, which is a legality violation; the 6 single-copy Extra cards are partly flex (Verified count)
D12 Side Deck Adaptability 15 Side deck is empty, so there is no post-side adaptability (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype usage alone does not establish matchup fit (Provisional)
D14 Pilotability & Error Tolerance 35 Ritual, Tribute and Extra Deck chains need many decision points and sequencing steps (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 58, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Illegal Extra Deck size (-12); Illegal deck cap (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); 0.80*58 + 0.20*40 = 54.4, then modifiers -12 gives 42.4, then the illegal-deck cap sets the final score to 30 (structural-only)

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

  • Dense Clown Crew core with searchers (Flair, Rehearsal, Matinee Operatics)
  • Layered interaction: 9 hand traps and many negation and removal effects
  • Several 2500-plus ATK bosses in the Extra Deck
  • Graveyard recursion through New Face and Finale

Weaknesses

  • Extra Deck of 21 exceeds the TCG maximum of 15, so the list is illegal
  • Zero side deck cards, leaving no post-side plan
  • Heavy Ritual and Tribute sequencing that raises pilot difficulty
  • Off-archetype cards dilute the engine (50 percent exact purity)

Critical choke points

  • Extra Deck legality: the list cannot be played until it is cut to 15
  • Tribute and Ritual summon sequencing, where one missed Tribute ends the line
  • Only one copy each of several Extra Deck bosses, so their loss removes a finisher
Priority Remove Add Reason
1 6 single-copy Extra Deck cards (for example Elder Entity Norden, Golden Cloud Beast - Malong, Enigmaster Packbit, Vallon the Super Psy Skyblaster, I:P Masquerena, and S:P Little Knight) Nothing; the deck is over the Extra Deck limit Brings the Extra Deck to 15 and makes the list legal, which lifts the Illegal cap
2 A few off-archetype Main Deck cards Clown Crew Dristy or Clown Crew Fiends if they fit the Extra Deck cut Raises archetype purity and engine coherence
3 None A side deck of 5 to 15 cards A side deck gives the deck a post-side plan, which it currently lacks

Evidence & confidence

  • Verified: Main Deck of 45 is within 40 to 60; Extra Deck of 21 exceeds 15 (violation); Banlist status: Droll and Lock Bird and S:P Little Knight Limited at 1; Ash Blossom and Super Polymerization Semi-Limited at 2; copies run are within the limits; Copy histogram: 7 cards at 1 copy, 7 at 2, 8 at 3; Usage stats: Clown Crew Flair 100 percent, Finale 100 percent, Cappello 91.7 percent inclusion
  • Inferred: Starter access about 0.996 from the archetype-core proxy; Interaction density from 9 hand traps and 18 negation-text cards; Brick risk and Ritual and Tribute complexity from composition and text
  • Provisional: Meta Power is null: no dated metagame sample; Matchup fit (D13) and going-second strength are unmeasured
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record are absent No win-rate telemetry: going-first, going-second and matchup rates are unknown Meta Power is provisional without a dated metagame sample Side deck is empty, so post-side performance cannot be assessed

More TCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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