Edison format ruling
Spell Chronicle

Card effect (current official text)Activate this card by sending your entire hand to the GY; banish 5 Spells/Traps from your Deck. Each time your opponent activates a Spell Card, place 1 Chronicle Counter on this card when that Spell Card resolves. You can remove 2 Chronicle Counters from this card; your opponent chooses 1 card banished by this card's effect for you to add to your hand. If this face-up card in the Spell & Trap Zone leaves the field: You take 500 damage for each card currently banished by this card's effect.
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 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.
Rulings data courtesy of Format Library — formatlibrary.com. Spotted an inaccuracy? Flag it in the Edison forum — sourced change requests get reviewed.