facebook
Cyber Week Sale ends Sunday

CoolStuffInc.com

Full Service Selling! Send in your cards and let us do the rest!
Cyber Week Sale ends Sunday
   Sign In
Create Account

Mechanics of Magic: Clash

Reddit

Way back in 2007, a set called Lorwyn came out, and with it, a very strange mechanic called "Clash."

Gilt-Leaf Ambush

There are 29 total cards with Clash, as well as three support cards we'll cover at the end. Each one says "clash with an opponent", which is unlikely to be an important distinction from just "clash", but might be interesting for rules junkies. Ready to dive in?

Paperfin Rascal

London Calling

Clash is a keyword action, which means it's a word (or words) which replace lengthier rules text. It happens whenever the conditions for it are met.

In this case, when Paperfin Rascal Enters, you Clash with an opponent. If you win the Clash, you get to put a +1/+1 counter on the Rascal. Plus you and your opponent get to, basically, Scry 1, since you get to decide if the card stays put or goes to the bottom.

Here's where the rules wonks will have fun: "Clash" is a stand-alone action. To "Clash", a "player reveals the top card of their Library. That player may then put that card on the bottom of their library." (Comp. Rules 701.23a). So, though it has never happened, the rules allow for something like "target opponent clashes" or "roll a d4. Clash. If the revealed card has a mana value higher than the number rolled, put it into your Hand. Otherwise, you may put it on the bottom of your Library."

However, all 29 of our cards read "Clash with an opponent". That means "'Choose an opponent. You and that opponent each Clash." (Comp. Rules 701.23b)

You cannot draw or lose a Clash. You either win or you don't. Almost always, when you win you get some bonus, and if you don't win, nothing happens. Captivating Glance is the lone exception, and what a doozy it is.

That's probably all you need to know about Clash. It might turn up occasionally in games of Commander, and there was one additional card outside of Lorwyn/Morningtide printed in a Commander set. It actually seems like it could be a decent leader.

Marvo, Deep Operative

But you'll know how it works. They either choose an opponent or Marvo chooses the defending player, each one of them reveals the top card of their Library, and the one with the highest Mana Value determines if the Clasher wins or doesn't. The ability goes on the stack and resolves as a Triggered ability. (Note you can Stifle the Triggered ability, but you cannot Stifle the Clash itself, because it's a Keyword ability.) If you don't want the much more detailed description of what's going on here, skip to the end for the support cards and you're good.

Should I Stay or Should I Go?

Just to make sure we're fully covered, let's break down precisely what happens with these weirdo cards.

  • Someone does something to initiate the Clash. That person (we'll call them the "Controller") chooses an opponent ("Opponent"). This doesn't target, so any opponent may be chosen.
  • Both players "clash", or reveal the top cards of their Libraries. "Reveal" means everyone involved in the game gets all information, so everyone sees both cards involved. The Mana Value of each card is noted.
  • If you really want to be a stickler for the rules, here's what happens next.

    • The active player chooses whether to put the revealed card on the top or bottom of their Library. (Note the "active player" might be different from the Controller.)
    • The non-active player then chooses to put their card on the top or bottom of their Library. They get to do this knowing what the active player did first.
    • This only matters because the information revealed - will my opponent have this card in Hand next turn - could be relevant to whether or not you want to have this card or not. If they're not going to draw the Craterhoof Behemoth, we can ditch the Counterspell, that sort of thing.
    • Then both players move their cards at the same time. You choose in an order, but you move as one. Why? I don't know. Because the rules say so. (Comp. Rules 701.23c)

  • The Clash is now over.
  • Any abilities that come from winning or not winning a Clash go on the stack as Triggered Abilities. They resolve or are responded to as normal.

There are also just a couple more things to know.

  • A Land has a Mana Value of 0, just in case you didn't know. An {X} in a casting cost is also 0.
  • The spell or ability with Clash will always tell you what happens if the Controller wins the Clash.

There are, as previously mentioned, three support cards for Clash.

Entangling Trap and Rebellion of the Flamekin both have Triggered abilities whenever you Clash. Note it doesn't matter who initiated the Clash - if you are involved in a Clash, you'll get the Triggered ability.

Sylvan Echoes, on the other hand, gives a draw if you Clash and win. Like the previous two cards, this will trigger even if you don't initiate the Clash. Also, you can win a Clash you didn't initiate!

One more thing. In the right deck, this can be surprisingly effective.

Thanks for reading.

Send us your cards, we'll do the rest. Ship It. No Fees. Fast Payment. Full Service Selling!

Sell your cards and minis 25% credit bonus