Reload
Add all cards in your hand to your Deck and shuffle it. Then draw the same number of cards that you added to your Deck.
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_TODECK + CATEGORY_DRAW)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsPlayerCanDraw(tp) and Duel.IsExistingMatchingCard(Card.IsAbleToDeck, tp, LOCATION_HAND, 0, 1, e:GetHandler())
	end
	Duel.SetTargetPlayer(tp)
	Duel.SetOperationInfo(0, CATEGORY_TODECK, nil, 1, tp, LOCATION_HAND)
	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 1)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local p = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER)
	local g = Duel.GetFieldGroup(p, LOCATION_HAND, 0)
	if g:GetCount() == 0 then
		return
	end
	Duel.SendtoDeck(g, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
	Duel.ShuffleDeck(p)
	Duel.BreakEffect()
	Duel.Draw(p, g:GetCount(), REASON_EFFECT)
end


Reload
Add all cards in your hand to your Deck and shuffle it. Then draw the same number of cards that you added to your Deck.
-- Reload
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_TODECK + CATEGORY_DRAW)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsPlayerCanDraw(tp) and Duel.IsExistingMatchingCard(Card.IsAbleToDeck, tp, LOCATION_HAND, 0, 1, e:GetHandler())
	end
	Duel.SetTargetPlayer(tp)
	Duel.SetOperationInfo(0, CATEGORY_TODECK, nil, 1, tp, LOCATION_HAND)
	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 1)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local p = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER)
	local g = Duel.GetFieldGroup(p, LOCATION_HAND, 0)
	if g:GetCount() == 0 then
		return
	end
	Duel.SendtoDeck(g, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
	Duel.ShuffleDeck(p)
	Duel.BreakEffect()
	Duel.Draw(p, g:GetCount(), REASON_EFFECT)
end

