Clown Crew Deck #774302 — Yu-Gi-Oh! Master Duel

42 Main, 15 Extra, incl. Clown Crew Biancaviso x3, Clown Crew Cappello x3, Clown Crew Flair x3. Created Oct 27, 2026 by YGO Mod.

Deck Clown Crew Master Duel

Created by: YGO Mod (20517634)

Created On: 10/27/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 29, 2026
59± 7/ 100
Power Score
Structural 67
Reliability 55
Going First 70
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 59/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 66.7
Going First 70
Going Second 68
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Control
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Tribute-Summon chains into 2500-ATK beatsticks (Clown Crew Biancaviso, Bystial Druiswurm/Magnamhut/Baldrake, Fydraulis Harmonia) backed by Extra Deck bosses (Nerva, Super Starslayer TY-PHON); Card advantage from Clown Crew draw effects (Flair, Biancaviso, Matinee Operatics, New Face) grinding the opponent out
  • Turn 1 (going first): Open a Clown Crew starter (Clown Crew Rehearsal or Cappello), extend through Flair/Matinee, and keep Ash Blossom, Effect Veiler or Ghost hand traps up for the opponent's first Tribute Summon or Special Summon
  • Turn 2 (going second): Use a hand trap (about 88.7% chance of at least one in six cards) to negate the opponent's first engine, then follow with Bystial banish-from-GY Special Summons
  • Recovery: Rebuild from the GY: Clown Crew Rehearsal can be banished to Ritual Summon a Clown Crew monster, and Clown Crew New Face shuffles 3 Clown Crew cards from GY/banishment to draw
  • After siding: None: the deck runs 0 side cards, so no post-side plan is supported by the list

Why it scores here

The deck reliably opens a Clown Crew starter: 21 main-deck Clown Crew copies in 42 cards give about a 97.6% chance of at least one in a 5-card opening hand (recomputed hypergeometric, Inferred). It converts that into Tribute-Summon pressure and draw, reaching 2500-ATK monsters and Extra Deck bosses. It survives disruption through 12 hand traps and several independent lines (Rehearsal, Flair, Matinee, Finale), with about an 88.7% chance of a hand trap by the sixth card going second. Its weaknesses are the absent side deck, the 49% exact-archetype purity, and two-card choke points on Rehearsal and Malabarisme. No combo boards were recorded, so the score rests on text and probability inference, and archetype popularity earned no points. The score was built from consistency, median output and interaction on the system, not by averaging card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 74 P(at least one main-deck Clown Crew card in 5-card hand) ≈ 0.976 after excluding Extra Deck copies; 3-copy starters at 0.323 each (Inferred)
D2 Opening-Hand Quality & Brick Management 66 Hand traps and searchers are functional, but Rehearsal and Malabarisme are two-card choke points and 29 of 71 copies are off-archetype generic cards (Inferred)
D3 Combo Conversion & Ceiling 72 No parseable combo boards; ceiling inferred from card text: Malabarisme Special Summons 2, Biancaviso draws per Tribute, Flair draws up to 11 with Runick (Inferred)
D4 Combo Floor & Median Output 60 Median output inferred from text only; no board sample, so the floor is uncertain and capped (Inferred)
D5 Interruption Resilience & Route Redundancy 70 12 hand traps plus Rehearsal, Flair, Matinee, Finale and Soiree give several independent lines after interruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Draw and GY recursion are strong (New Face shuffles 3 back, Malabarisme recurs from GY, Biancaviso draws), but the deck spends Tributes heavily (Inferred)
D7 End-Board & Interaction Quality 72 12 hand traps plus Herald of the Arc Light (Limited) and Biancaviso give layered negation; 3 traps add board interaction (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 70 Probability of at least one hand trap in 6 cards going second is 0.887; Bystial Baldrake and Druiswurm add board-breaking Special Summons (Inferred)
D9 Offensive Pressure & Closing Power 72 Multiple 2500-ATK monsters and Extra Deck bosses (Nerva 3300 ATK, TY-PHON 2900 ATK) close the game (Verified stats, Inferred pressure)
D10 Main Deck Efficiency & Flexibility 62 42-card main within the 40-60 range, but 21 distinct cards and only 49.1% exact-archetype purity lower efficiency (Verified composition, Inferred)
D11 Extra Deck Efficiency & Coverage 68 Extra Deck of 15 with 12 distinct cards: Diabolo x2, Fiends x2, Meteor x2 fire from Tributes and link and Xyz options are present (Verified composition, Inferred use)
D12 Side Deck Adaptability 25 Side deck is empty (0 of 15 allowed), so there is no post-side adaptation at all (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample; archetype usage is context only (Provisional)
D14 Pilotability & Error Tolerance 48 Multi-step Tribute and Ritual chains with Pendulum and Ritual interactions are demanding for the pilot and carry many decision points (Inferred)

How the score was computed

Strategy profile: Midrange, meta-neutral: D13 dropped and the other 13 weights renormalized over 95 (6340 / 95 = 66.7). Structural ≈ 66.7, Going First ≈ 70, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: banlist exposure (-2); no post-side plan (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional): 0.80*66.7 + 0.20*55 - 5 = 59.4, rounded to 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

  • Consistent starter density: 21 main-deck Clown Crew copies give near-certain opening-hand access
  • Layered interaction: 12 hand traps plus Herald and Biancaviso negation
  • Multiple independent lines (Rehearsal, Flair, Matinee, Finale) keep the deck going after disruption
  • Draw and GY recursion give card advantage through a long round

Weaknesses

  • No side deck: no post-side adaptation for best-of-3
  • Only 49.1% exact-archetype purity; 29 off-archetype copies dilute the engine
  • Two-card choke points on Clown Crew Rehearsal and Clown Crew Malabarisme
  • Heavy Tribute dependence and multi-step Ritual/Pendulum chains raise pilot error rate

Critical choke points

  • Clown Crew Rehearsal and Clown Crew Malabarisme (two-card requirements, per guide snippet)
  • Single Herald of the Arc Light (Limited) as the main extra negate
Priority Remove Add Reason
1 A 15-card side deck tuned to the field's main threats The deck has no post-side plan at all; adding any side is the largest structural gain available
2 2x Clown Crew Matinee Operatics A flex slot, e.g. Droll & Lock Bird (76.7% usage inclusion in archetype stats) The deck runs 3 copies of Matinee while the archetype usage stat typically runs 1; cutting two copies reduces the brick and redundancy cost

Evidence & confidence

  • Verified: Main 42 and Extra 15 are within Master Duel size rules (main 40-60, extra 0-15, side 0-15); All four Limited cards are run at their legal limit of 1 copy; Card texts and stats for all listed cards; Archetype usage stats: 28 rows, 12 of 25 core cards present
  • Observed: Usage stats show the archetype core (Clown Crew Finale, Cappello, Flair, Rehearsal) at 93-100% inclusion
  • Inferred: Consistency: P(at least one main Clown Crew card in 5) = 0.976 recomputed from 21 copies; Hand-trap access going second: 0.887; Pressure and interaction quality from card text; Pilotability from step count in card text
  • Provisional: Meta Power is null: no dated metagame sample; D13 matchup and format fit is provisional
  • Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, brick and starter rates are Inferred or Unknown) Meta Power is Provisional unless a dated metagame sample is supplied Export's archetype_core_group probability counts Extra Deck copies; main-deck-only recomputation used instead Deck has no side deck, so D12 has no performance data

More Master Duel Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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