Spell Chronicle

Edisonformat.net (Revised, Post-UTW Rulings)

Source: https://edisonformat.net/card?name=Spell%20Chronicle

Edison-Accurate PSCT

No Edison-Accurate PSCT available for this card.

Card Rulings

  • Sending every card in your hand to the GY is a cost to activate Spell Chronicle. The 5 Spell or Trap Cards are removed from play when Spell Chronicle resolves.

  • Spell Chronicle can’t be activated when you have a combined total of 4 or less Spell and Trap Cards remaining in your Deck.

  • The Spell and Trap Cards are removed from play face-up.

  • Placing 1 Chronicle Counter onto Spell Chronicle does not start a Chain.

  • The damage inflicted by Spell Chronicle does not start a Chain.

  • Adding 1 of the removed from play Spell or Trap Cards to your hand does not target the card to be added to your hand.

  • When you activate Spell Chronicle, it does not gain a Chronicle Counter if a Quick-Play Spell Card is chained to its activation.

Edisonformat.com (Historical, Pre-UTW Rulings)

Source: https://www.edisonformat.com/rulings

Card Text

No card text found for this card.

Card Rulings

  • Sending every card in your hand to the Graveyard is a cost to activate “Spell Chronicle”. The 5 Spell or Trap Cards are removed from play when “Spell Chronicle” resolves.

  • “Spell Chronicle” cannot be activated when you have a combined total of 4 or less Spell and Trap Cards remaining in your Deck.

  • The Spell and Trap Cards are removed from play face-up.

  • Placing 1 Chronicle Counter onto “Spell Chronicle” does not start a Chain.

  • The damage inflicted by “Spell Chronicle” does not start a Chain.

  • Adding 1 of the removed from play Spell or Trap Cards to your hand does not target the card to be added to your hand.

  • When you activate “Spell Chronicle”, it does not gain a Chronicle Counter if a Quick-Play Spell Card is chained to its activation.