Clown Crew Deck #774535 — Yu-Gi-Oh! TCG

56 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Clown Crew Cappello x3, Clown Crew Flair x3. Created Oct 27, 2026 by YGO Mod.

Deck Clown Crew TCG

Created by: YGO Mod (20517634)

Created On: 10/27/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 30, 2026
20± 6/ 100
Power Score
Structural 51
Reliability 40
Going First 50
Going Second 54

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±6 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 54
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Stun
  • Format: tcg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Clown Crew Tribute Summon and Ritual/Fusion/Synchro board that converts into large Illusion and PSY-Frame attackers (Clown Crew Biancaviso 2500 ATK, PSY-Frame Driver 2500 ATK, Nerva 3300 ATK) and double attacks from Clown Crew Dristy; Hand-trap-supported disruption (Ash Blossom, Ghost Ogre, Effect Veiler, Nibiru, PSY-Framegear Gamma, Droll & Lock Bird) to slow the opponent while the Clown Crew engine builds a board
  • Turn 1 (going first): Opening Clown Crew Rehearsal, Clown Crew Malabarisme or Clown Crew Flair to reach a Ritual/Tribute Summon and extend into Clown Crew Matinee Operatics or Clown Crew Finale (Inferred from card text; no recorded boards)
  • Turn 2 (going second): Hold hand traps (Ash Blossom, Ghost Ogre, Effect Veiler, Droll & Lock Bird) to answer the opponent's first summon or Spell, then rebuild from the Clown Crew engine (Inferred from card text; no recorded boards)
  • Recovery: Clown Crew New Face and Clown Crew Finale recover from the GY and banishment, Clown Crew Flair and Rehearsal search, and Pot of Sloth refills the hand (Inferred from card text)
  • After siding: No Side Deck is registered, so there is no post-side plan. Best-of-3 play is unsupported as submitted.

Why it scores here

This is an illegal list: Ash Blossom & Joyous Spring and Super Polymerization are each run three times against a TCG limit of two, so the deck is scored structurally only and its final score is capped at 20. The structural read gives reasonable marks for engine presence, since 28 of 56 Main Deck cards are Clown Crew or closely related sub-archetype cards and the archetype core is almost always present in hand. Interaction is the strongest area, with 13 hand traps and 14 negation-text cards supplying answers on both turns. Scores are held down by the lack of recorded boards, the 28-distinct-card main deck that dilutes engine coherence, a fully populated Extra Deck with no Side Deck, and high pilot complexity. Popularity earned no points: Clown Crew usage stats only confirm the list is real, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one 3-copy starter in opening 5) = 0.25; archetype-core P(>=1 in hand5) = 0.97 across 28 copies; no combo lines recorded (Inferred)
D2 Opening-Hand Quality & Brick Management 42 13 hand traps and 18 tech cards in a 56-card Main Deck give a dead-card risk on the own turn; the 3-copy Ash Blossom and Super Polymerization add redundancy with its own cost (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling is inferred from text: Malabarisme and Flair chain into Biancaviso and Nerva, and Matinee Operatics adds an extra summon (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so median output is unknown and a text-only inference with low confidence (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Hand traps and Clown Crew recursion (New Face, Finale) give a second line after one answer, but the engine depends on a few starters (Inferred)
D6 Resource Economy, Recovery & Grind 52 Pot of Sloth, Clown Crew Finale and New Face recover resources; GY and banish recursion is present, with no resource signature data (Inferred)
D7 End-Board & Interaction Quality 62 Interaction density is high: 13 hand traps, 14 negation-text cards, 25 removal-text cards; Solemn Accusation and Solemn Judgment add layered protection (Inferred from text, flags verified)
D8 Going-Second & Board-Breaking Power 58 P(>=1 hand trap in hand6 going second) = 0.81; Super Polymerization and Feather Duster add board breaking; no going-second combo split (Inferred)
D9 Offensive Pressure & Closing Power 58 Closing power from Biancaviso 2500 ATK, PSY-Frame Driver 2500 ATK, Nerva 3300 ATK, Dristy double attack and Diabolo double piercing (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 40 56 Main cards from 28 distinct names, 26 zero-level Spell/Trap cards and only 25 exact-name Clown Crew copies; compactness is weak (Verified counts)
D11 Extra Deck Efficiency & Coverage 55 Extra Deck is full at 15 with fusion 6, synchro 5, xyz 2 and link 2; several Extra cards are Clown Crew specialists and some copies are duplicates (Verified counts, Inferred use)
D12 Side Deck Adaptability 10 No Side Deck registered (side_count 0), so no post-side adaptability can be read (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link and no dated meta sample; archetype usage stats only (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-step chains across Pendulum, Ritual, Fusion and Synchro with multiple decision points per turn; high error exposure (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 51, Going First ≈ 50, Going Second ≈ 54, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Illegal copy-limit violations (-12). Final formula: Structural 51 and TournamentReliability 40 give 0.80*51 + 0.20*40 = 48.8 before modifiers; the illegal copy-limit modifier brings it to 36.8, then the Illegal-deck cap sets the final score at 20 (theoretical/structural-only). Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Interaction density: 13 hand traps and 14 negation-text cards cover both turns
  • Archetype core is almost always present: P(>=1 core card in hand5) = 0.97
  • Clown Crew recursion (New Face, Finale) gives partial resource recovery
  • Strong closing bodies: Biancaviso, PSY-Frame Driver and Nerva at 2500 to 3300 ATK

Weaknesses

  • Illegal as submitted: Ash Blossom and Super Polymerization exceed the TCG copy limit
  • Main Deck spread is wide (28 distinct cards in 56), so engine coherence is weak
  • No Side Deck, so no best-of-3 plan
  • High pilot complexity across Ritual, Pendulum, Fusion and Synchro chains
  • Hand-trap-heavy main with 13 dead-on-own-turn cards risks clunky hands

Critical choke points

  • Clown Crew starter density: few starters (Rehearsal, Malabarisme, Flair, Cappello) carry the opening
  • Illegal copy counts must be fixed before the list can be played or ranked as legal
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring and 1 copy of Super Polymerization one legal Main Deck replacement, chosen from the archetype core or a non-overlapping tech card Brings the list within the TCG copy limit so it can be scored as a normal legal deck
2 one of the off-archetype Main Deck tech cards that do not support the Clown Crew engine a Clown Crew starter or extender Improves engine coherence and reduces the 28-distinct-card spread
3 none a 2 to 3 card Side Deck Gives a best-of-3 plan; the current list has none

Evidence & confidence

  • Verified: Legality: Ash Blossom and Super Polymerization each run 3 copies against a limit of 2; Main 56 and Extra 15 are within the TCG size rules; Side is 0; Card stats and text for listed cards; Archetype usage: Clown Crew core inclusion values
  • Inferred: Engine consistency from hypergeometric draw odds; Hand-trap and brick estimates from card text; Turn-1 and turn-2 plans from card text; Going-first and going-second power estimates
  • Provisional: Meta power and matchup fit: no dated metagame sample, no tournament link
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry for going-first, going-second, matchup or brick rates No Side Deck registered Meta power is provisional without a dated metagame sample Deck title is null in the export

More TCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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