Clown Crew Deck #774547 — 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
35± 10/ 100
Power Score
Structural 58
Reliability 50
Going First 55
Going Second 60

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 58
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Tempo
  • 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/Xyz/Link chain into Nerva, Packbit, or Clown Crew Biancaviso pressure (Inferred from card text; no recorded boards); Mulcharmy and Clown Crew draw/recursion grind through interaction (Inferred)
  • Turn 1 (going first): T1 Clown Crew Rehearsal or Malabarisme to search or summon a Clown Crew Ritual/Pendulum starter, then Tribute Summon into an Extra Deck boss (Inferred)
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Effect Veiler, Droll and Solemn Judgment to answer the opponent's first summon or activation, then rebuild through Clown Crew Flair and Matinee Operatics (Inferred)
  • Recovery: Clown Crew Flair and Mulcharmy Fuwalos draw and search; Clown Crew Finale and Soiree Operations recycle the GY (Inferred)
  • After siding: Not evaluable: the deck runs zero side-deck cards and no side-deck data was supplied

Why it scores here

The list is Illegal: it runs three copies each of Ash Blossom & Joyous Spring and Super Polymerization against a limit of two, and it carries Limited cards (Droll & Lock Bird, Harpie's Feather Duster, Linkuriboh, PSY-Framegear Gamma, Solemn Judgment) at one copy each. Under the rubric it is capped to a theoretical, structural-only score and does not receive a normal contextual score. The structural read is that the Clown Crew core (28 copies, about 97% chance of at least one in a 5-card opening hand) makes the engine reliably accessible, and the 25 removal-text and 14 negation-text cards give the list a real interaction layer. Consistency is held back by the off-archetype spread (46 of 71 main-deck copies are outside the exact Clown Crew name), 13 hand traps and 18 tech cards that compete for hand space, and 10 singleton slots. No recorded boards, tournament link, or side deck exist, so the floor, median, and post-side plan are unknown. The score reflects the system (engine access, interaction, and going-second answers), not an average of card scores and not the popularity of the Clown Crew archetype.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 Clown Crew core of 28 copies gives P(at least one in 5-card opening hand) of about 0.97; Clown Crew Flair and Cappello are 3-of with high usage (Inferred from hypergeometric and usage stats)
D2 Opening-Hand Quality & Brick Management 58 Roughly 31 hand traps and tech cards compete with the engine and 10 singletons add dead-draw risk; full-brick rate not computed (Inferred)
D3 Combo Conversion & Ceiling 60 Ritual, Tribute, and Pendulum chains are present in card text, but no recorded boards exist to measure best-line output (Inferred from text)
D4 Combo Floor & Median Output 50 No combos supplied, so the floor and median are text-only and cannot be measured (Provisional)
D5 Interruption Resilience & Route Redundancy 60 13 hand traps plus Solemn and Droll-style interaction offer several routes after disruption; recursion via Clown Crew Finale and Flair (Inferred)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy Fuwalos, Flair, and Pot of Sloth give draw and search, and Clown Crew Finale recycles the GY; no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 65 25 removal-text and 14 negation-text cards, with Ash Blossom and Effect Veiler as repeatable answers (Inferred from card text)
D8 Going-Second & Board-Breaking Power 62 P(at least one hand trap in 6-card going-second hand) of about 0.81 for 13 hand traps; board-breaking relies on Solemn and Droll-style lines (Inferred)
D9 Offensive Pressure & Closing Power 60 Boss monsters include Nerva (3300 ATK) and Packbit (2900 ATK); piercing text on Diabolo is limited to Tribute-summoned attackers (Verified card stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 50 56 main-deck cards in 28 distinct names, with 10 singletons and 18 tech cards; off-archetype spread lowers compactness (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards across fusion, synchro, xyz, and link with good summon coverage, but several are niche (Verified composition, Inferred)
D12 Side Deck Adaptability 25 Zero side-deck cards and no post-side data, so adaptability cannot be assessed (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated metagame sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-step Tribute and Ritual sequences with many interacting once-per-turn restrictions raise decision load (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 58, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist_exposure_over_limit (-12). Final formula: Structural 58 -> 0.80*58 + 0.20*50 = 56.4, less banlist/over-limit modifier -12 = 44.4; Illegal-deck cap applied, theoretical structural-only, final 35

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.97 · 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

  • Clown Crew core of 28 copies gives near-certain starter access in the opening hand
  • Dense interaction layer: 13 hand traps, 14 negation-text cards, and 25 removal-text cards
  • Extra Deck covers fusion, synchro, xyz, and link with several boss options (Nerva, Packbit)
  • Going-second hand trap coverage is high (about 0.81 at least one)

Weaknesses

  • Illegal as built: copy limits exceeded on two cards and Limited cards present
  • Off-archetype spread (about 65% of main-deck copies are not exact Clown Crew names) weakens engine coherence
  • No side deck, so there is no post-side plan and no adaptability
  • Ten singletons and 18 tech cards raise brick and dead-draw risk

Critical choke points

  • Over-limit Ash Blossom and Super Polymerization must be cut to two copies before the list can be played in this format
  • Clown Crew starter density depends on Rehearsal, Malabarisme, and Flair being drawn together
  • Zero side deck removes any post-board answer to a changed matchup
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring and Super Polymerization Legal replacement (Clown Crew or generic hand trap) to restore legality The deck is Illegal as built; the score cap applies until the copy limits are met
2 Off-archetype tech cards with low synergy (e.g., Harpie's Feather Duster, Linkuriboh) Additional Clown Crew core (Dristy, Meteor, or Fiends) or a legal side deck Raises exact-name purity and gives post-side flexibility; Limited cards also cause legality risk

Evidence & confidence

  • Verified: Deck is Illegal: Ash Blossom and Super Polymerization exceed copy limit (legal 2, run 3); Limited cards present: Droll & Lock Bird, Harpie's Feather Duster, Linkuriboh, PSY-Framegear Gamma, Solemn Judgment; Main 56, Extra 15, Side 0 counts; Clown Crew core 28 copies; 13 hand traps, 14 negation-text, 25 removal-text
  • Observed: Clown Crew usage stats: Flair 100% inclusion, Finale 100%, Cappello 92%
  • Inferred: Starter access is near-certain given P(at least one core card in 5-card hand) of 0.97; Going-second interaction density from 13 hand traps (P at least one in 6-card hand about 0.81); Combo output and resilience estimated from card text only
  • Provisional: Meta power and matchup fit: no dated metagame sample or tournament link; Side-deck adaptability: no side cards in the list
  • 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 for going-first, going-second, matchup, or brick rates Meta Power is Provisional without a dated metagame sample Deck has no side deck, so post-side plan cannot be assessed

More TCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top