This is a rehash of Clown Control for Edison Format.
What's Clown Control? Well it's using a mix of Dream Clown/Crass Clown to consistently bounce/destroy monsters via their effects, establishing formidable field presence with relatively little need to reuse resources with the correct stalling tech in place. It's a deck used aplenty in older formats, but nothing really exists post-Goat for what a Clown Control deck could look like so I figured I'd try to see if it was feasible.
......kinda?
Like don't get me wrong this isn't meta in the slightest, but I was pretty shocked by how well this plays against certain decks that struggle against consistant removal/disruption. Slower Edison decks huff and puff a lot against the pace that this establishes and I've generally gotten good starting hands to make sure that pressure comes really early. Lightsworn players also generally couldn't really handle the deck either, though that's likely for reasons relating to how the deck is made.
The main monsters are
Dream Clown
Crass Clown
Blade Rabbit
These are the core of the strat; you want these active as soon as possible.
To assist with this, we also use a bunch of alternative tech options, namely ways to get the monsters on the field (Nimble, for instance, can get Rabbit from deck) or ways to stall/draw. This isn't too much of a issue given the immense backrow backing these up most of the time.
Goblin Attack Force is the beater of the deck. Generally it wouldn't be even worth sniffing at due to the general state of Edison being way too fast for a 2300 beatstick with a long cooldown after one attack, but with the stalling and the battle position changes? It becomes a lot more useful in bashing away bigger monsters.
Gale is only in here for a Tuner option that's actually half-worth using here. Couldn't really find one that was more appropriate.
Generally what saves Clown Control is the backrow; stuff like Stumbling, Level Limit, Labyrinth, etc. These allow for the Control side of the deck to shine by frequently slowing down the game or allowing your main monsters to destroy more easily. You need more than that in Edison so we also throw in 3x Book of Moon (combos well with Nimble/Riko to boot) Royal Oppression and a bunch of other cards to keep either disrupting or defending to keep the core altogether.
Dimensional Fissure is super strong for this format as well; unlike in Goat there's not really any reliable way to get back monsters banished back very easily. You either have to have be playing very specific cards that many conventional decks don't use (like D.D.R. or Burial, both are clunky though and you usually use them just to extend combos anyway) or play through that instead; something many decks in Edison can't really do given how valuable the Graveyard is to their playstyle.
Can the deck win matches? Definitely, I've piloted it to those on ladder and otherwise. It's jank, but it's jank that can win matches if it starts well so it's better than average jank in my mind. Could've thrown in some recruiters like with prior builds (which had things like Mystic Tomato, Rat, etc) but there's so much non-battle effects being thrown around that it's really just not worth the trouble lol