• Section 1.0 - Overview
The goal when playing Elemental Clash is very simply to reduce the number of cards in your opponents spellbook (deck) to zero using spells and/or creatures from your own. In Elemental Clash, players take turns playing cards and attacking with creatures. For each point of damage a player receives, that player puts the top card from his or her spellbook into his or her archive (graveyard/discard pile). A player loses the game immediately when he or she is forced to draw a card, but is unable to because his or her spellbook is empty. 

  • Section 2.0 - Spellbook Construction
Each player is required to construct a spellbook containing exactly 40 cards from his or her collection. No spellbook can at any time contain more than 3 copies of the same card (based on English card name) with the exception of basic element-stone cards (Mars Stone, Mercury Stone, Jupiter Stone, and Venus Stone are basic element-stones). 
  • Section 2.1 - Sideboards
Optionally, a player may also construct a sideboard containing exactly 10 cards from his or her collection. Between games within a single match, each player may exchange any number of cards from his or her sideboard with an identical number of cards from his or her spellbook. Sideboards are normally used to allow a player to exchange cards which may not be particularly valuable against a specific opponent's strategy for cards that provide more value. Please note that sideboard cards also adhere to the limit of 3 copies of any single card in a player's spellbook, meaning that a player's spellbook and sideboard combined cannot contain more than 3 copies of any single card, with the exception of basic element-stone cards.

  • Section 3.0 - Zones
need to do a writeup on zones
  • Section 4.0 - Turns
When the game starts, randomly decide which player will go first. Each player then draws a hand of 7 cards. If a player doesn't like their initial 7 card hand, they may shuffle it back into their spellbook and draw a new hand of 7 cards. This process is referred to as a mulligan. Any additional mulligans beyond the first result in the player drawing 1 less card than the hand they shuffled away. Once each player has finished any mulligans they wish to take, the player who is going first begins the game in his or her first standby-phase. The player who goes first does not draw any cards during his or her first draw-phase. Each turn is separated into 4 distinct phases, which occur in the order detailed below. Unless otherwise specified, tasks within a single phase can be performed in any order. Once a player indicates that he or she has completed their end-phase, the next player begins his or her turn in the standby-phase.

1. Standby-Phase
  • Put any spells on top of your element-stone-stacks into your archive.
  • Put any creatures on top of your element-stone-stacks into either your ATK or DEF zone. 
  • You may move any number of creatures you control between your ATK and DEF zones as you wish, keeping in mind that each zone can contain a maximum of 5 creatures at any given time.
2. Draw-Phase
  • Take the top card from your spellbook and put it into your hand.
  • After you draw, you may put your entire hand under your spellbook in any order and then draw the same number of cards from the top of your spellbook. If you do, you skip your main-phase this turn.
3. Main-Phase
  • You pay play one element-stone card from your hand. 
  • You may play any amount of creatures and spells to your element-stone-stacks.
  • One after another, you may attack with any number of creatures in your ATK zone. When a creature attacks, that creature's controller decides whether to attack a creature in an opponent's ATK zone, or their opponent directly. If a creature is attacking an opponent directly, that opponent may block the attacking creature with any number of creatures in their DEF zone. 
4. End-Phase
  • First, any effects that apply "until end of turn" end, and any "at the end of turn" effects trigger. (If multiple effects occur at the same time, the player whose turn it is chooses the order in which they take place)
  • Second, if you have more than 7 cards in your hand, you must choose and discard cards from your hand until you have only 7. 
  • Section 5.0 - The Stack

  • Section 6.0 - Card Types
    • Element Stone - Element Stones produce the energy you require to summon creatures and cast spells. Element Stones are placed in piles (called element stone stacks) in your element stone zone and creatures, spells, and buildings are placed on top of them when they are "played".
      • Element Stone - Basic
    • Creature - 
    • Transformed Creature - 
    • Spell - 
      • Spell - Flash
      • Spell - Abrupt
      • Spell - Permanent
      • Spell - Equip
    • Building - 
    • Spellcaster - 

  • Section 7.0 - Keywords
In Elemental Clash, keywords are used to represent commonly-used rules text in a recognizable way. The rules text translation for each keyword is referenced below. Anywhere one of these keywords is written, it represents the translation text below exactly. 
  • Aerial - This creature can't be blocked except by other creatures with Aerial.
  • Berserk - [Effect] - When this creature is dealt damage for the first time in a turn, [Effect].
  • Boon - When this card is put directly from your spellbook into your archive, you may play it for free. If this card is a creature, you may place it in either your ATK or DEF zone; if this card is an element-stone, place it in your element-stone zone; and if this card is a spell, it resolves and is then put into your archive.
  • Breakthrough - If this creature attacks a player directly, and deals enough damage to all defending creatures to destroy them, it deals any remaining damage directly to the defending player.
  • Charge Attack - [Effect] - When this creature is put into your ATK zone from your element stone zone, [Effect].
  • Construct [X] - You may search your spellbook for a neutral permanent spell or equip spell with level [X] or lower, reveal it, put it into your hand, then shuffle your spellbook.
  • Delve [Criteria] - You may return target card that matches [Criteria] from your archive to your hand.
  • Destroy Effect - [Effect] - When this card is put directly from play into your archive, [Effect].
  • Discharge - [Effect] - At any time during your main phase, if this creature is in your ATK or DEF zone, you may put it onto an element stone stack you control that could be used to cast it. If you do, [Effect].
  • Echo - If this card is a spell, copy it for each card in your archive with the same name. You may choose new targets for the copies. If this card is on the battlefield, copy this ability for each card in your archive with the same name as this card. You may choose new targets for the copies.
  • Familiar Spirit - [Criteria] - When this creature would be put into your ATK or DEF zone from the element stone stack it was played to, you may attach it to a creature of type [Criteria]. That creature is referred to as this creature's master. If this creature's master leaves the battlefield, this creature is destroyed. A creature may have any number of creatures with Familiar Spirit attached to it.
  • Future Sight [X] - Look at the top [X] cards from your spellbook and put them back in any order.
  • Gamble - [Instructions] - Roll a six-sided die, then follow the instructions written on this card.
  • Harvest [X] - [Effect] - At any time, you may put [X] cards from your archive into your pergatory. If you do, [Effect].
  • Immunity - [Criteria] - This card cannot be the target of spells or abilities that match [Criteria]. If this card is a creature, all damage dealt to it by sources that match [Criteria] is prevented.
  • Last Stand - [Effect] - As long as you have 7 or less cards in your spellbook, [Effect].
  • Leave Effect -[Effect] - When this card leaves play for any reason, [Effect].
  • Mutate [X] - At any time, you may put this card into your archive to put a level [X] or lower Mutant creature card from your hand or archive into play in the zone this card is in.
  • Play Effect - [Effect] - When this card enters play, [Effect].
  • Purge - When this card's effects or damage dealt by this creature would cause cards to be put into a player's archive from anywhere, those cards are put into that player's purgatory instead.
  • Quickattacker - As long as this creature is on an element stone stack, it's treated as if it's in your ATK zone.
  • Quickdefender - As long as this creature is on an element stone stack, it's treated as if it's in your DEF zone.
  • Quickstriker - This creature deals damage before creatures without quickstriker.
  • Ranged Attack [X] - Instead of attacking this turn, if this creature is in your ATK or DEF zone, it may deal X damage to target player or target creature in play in any zone. A creature may only deal damage this way once per turn.
  • Recover - When this spell would be put from your element stone zone into your archive, shuffle it into your spellbook instead.
  • Reinforce - [Effect] - At any time, you may reveal any number of creature cards from your hand with the same name as this card and shuffle the revealed cards into your spellbook. If you do, [Effect].
  • Resident - [Effect] - When this creature would be put into your ATK or DEF zone from the element stone stack it was played to, you may keep it on that element stone stack. If you do, [Effect].
  • Respawn - At any time during your main phase, if this creature card is in your archive, you may discard a creature card that shares a type with this card. If you do, return this card from your archive to your hand.
  • Salvage - When this card is put directly from your hand into your archive, you may play it for free. If this card is a creature, you may place it in either your ATK or DEF zone; if this card is an element-stone, place it in your element-stone zone; and if this card is a spell, it resolves and is then put into your archive.
  • Slayer - If this creature deals damage to another creature, destroy that creature.
  • Stealthy - This creature cannot be the target of spells or abilities your opponents control, and cannot be attacked directed by creatures your opponents control.
  • Tribute [X] [Criteria] - [Effect] - You may sacrifice [X] cards you control that match [Criteria]. If you do, [Effect].
  • Unique - You may only have one copy of this card in your combined spellbook and sideboard. If there is another copy of this card already in play, you cannot play this card.

  • Section 8.0 - Spellcasters

  • Section 9.0 - Tournament Rules
The following additional rules must be followed whenever Elemental Clash is being played in a competitive or tournament setting. These rules are referred to as the "Modern" tournament format. Though only required in competitive play, it is advised to follow these rules at all times.
      • Section 9.1 - Card Legality
Spellbooks must contain only cards printed in the following English language sets/expansions. Cards of any language and from any set may be used as long as the English language version of that card is allowed.
        • The Master Set
        • Legendary Legacy
        • Future Sight (Mini Expansion Pack)
        • Tribal Pack: Orcs
        • Transformations 1
In addition, the following promotional cards may also be used.
        • Alfian, Prince of the Albs
        • Anor, Mistress of Dragons
        • Artupaz the Wicked Warlock
        • Azragruul, King of the Trolls
        • Bearheart the Faithful
        • Bonewarrior
        • Brainsucker
        • Ceshire Cat Byre
        • Cinna, the Enchanting Beauty
        • Clash of Dragons
        • Demonic Dragon
        • Dragonslayer
        • Enggar, Master of Colors
        • Fandi of the Flaming Eye
        • Farcino, the Last Seeker
        • Fhizban, the Disputed Wizard
        • Floodbringer Leviathan
        • Goblin Santa
        • Gorean the Purger
        • Helios, Disciple of the Rising Sun
        • Heroic Deed
        • Jilocasin the Creator
        • King Neptune, Deepsea Sovereign
        • K'nah the Liberator
        • Krampus
        • Lake Lindwurm
        • Legacy of Legends
        • Lindwurm
        • Mazrael Karmaut
        • Morphus the Architect
        • Pilwiz
        • Rak'Shazzar, King of the Goblins
        • Scarecrow Minion
        • Skeletal Dragon
        • Summoner's Art
        • Tellow, Healer Adept
        • The Mischievous Duo
        • The Scarecrow King
        • Thoughtfrazzler
        • Total Annihilation
        • Volcanic Fist
        • Wizard's Study
Although they would normally be legal due to the set in which they were printed, the following cards are banned. Banned cards may not be included in spellbooks or sideboards.
        • Fire Sale
        • Orb of Hermes

  • Section 10.0 - Additional Rules