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Clash does limit summoning, and does so in, imo, the best way of any formal comp system for age of Sigmar.
As you're probably familiar, you start with your initial pool of choices for your collection or 'total army' of 30 pool choices, and then during deployment select a subset of up to 20 pool choices to deploy as your defacto army or 'deployed force' for that game. The Clash Comp rules don't describe other game sizes, but it's easy to extrapolate a 3/2 ratio for other game sizes (15/10, 60/40, etc).
The way summoning works is that if you want to summon during the game, then you have to start with a smaller deployed force to make room. For instance, you might start with a 'deployed force' of 15 pool choices instead of 20, allowing you to summon up to a maximum of 5 pool choices during the game. These summoned units are taken from the undeployed choices from your Total army.
This gives summoning armies a bit more tactical flexibility during the game - both in reactive unit selection and the normal summoning advantage of reactive deployment - at the cost of starting with a smaller force. However, summoning armies DO NOT get to play with a larger total force than non-summoning lists.
This is the balance that summoning requires in Age of Sigmar regardless of comp method. If you're going to summon a unit to the table, that unit needs to count towards whatever force organization rules you're using, be it a formal comp system or an informal gut check. If you and your opponent are limiting how many units you bring to a given game, that limit needs to apply to all units regardless of how you deploy them, making summoning an alternate deployment method, similar to deep strike in 40k, and not a means of bringing more stuff to the table than your non-summoning opponent is allowed to play with.
This is also closest to vanilla Age of Sigmar, where any unit you summon in game could have just been deployed at the start, which again makes summoning effectively an alternate deployment method. One should note that the armies with summoning access - daemons, lizardmen, undead - are not inherently weaker than other forces if you don't use summoning at all, it's not like the game expects you to have more of them to play right.
So yeah, clash comp does it right, but no matter what comp you use, you need to work it out in a similar way, where summoning is an alternate deployment method only. If that's not how your chosen comp does it by default, then you need to alter it to work that way, or you need to avoid summoning altogether, or your games will fall apart. I cannot emphasize this strongly enough. My local scene didn't handle summoning this way at first, and as a result several key early games that decided some potential players' opinions of the game were completely overwhelmed by summoning, causing more than a couple players who tried the game to abandon it early on.
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