Gabrion,
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. Cannot be destroyed by battle or card effects. You take no battle damage from attacks involving this card. At the end of the Battle Phase, if this card battled: Shuffle as many cards your opponent controls as possible into the Deck(s), then they draw cards equal to the number shuffled into their Main Deck. Once per turn, during your Standby Phase: Shuffle this card into the Deck.
local s, id, o = GetID()
function s.initial_effect(c)
	--cannot special summon
	local e1 = Effect.CreateEffect(c)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_SINGLE_RANGE)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetRange(LOCATION_DECK)
	e1:SetCode(EFFECT_SPSUMMON_CONDITION)
	c:RegisterEffect(e1)
	--summon
	local e2 = Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id, 0))
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetCode(EFFECT_SUMMON_PROC)
	e2:SetCondition(s.ntcon)
	c:RegisterEffect(e2)
	--indes
	local e3 = Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE)
	e3:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e3:SetRange(LOCATION_MZONE)
	e3:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
	e3:SetValue(1)
	c:RegisterEffect(e3)
	local e4 = e3:Clone()
	e4:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
	c:RegisterEffect(e4)
	--damage val
	local e5 = e3:Clone()
	e5:SetCode(EFFECT_AVOID_BATTLE_DAMAGE)
	c:RegisterEffect(e5)
	--to deck
	local e6 = Effect.CreateEffect(c)
	e6:SetDescription(aux.Stringid(id, 1))
	e6:SetCategory(CATEGORY_TODECK + CATEGORY_DRAW)
	e6:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
	e6:SetCode(EVENT_PHASE + PHASE_BATTLE)
	e6:SetCountLimit(1)
	e6:SetRange(LOCATION_MZONE)
	e6:SetCondition(s.tdcon)
	e6:SetTarget(s.tdtg)
	e6:SetOperation(s.tdop)
	c:RegisterEffect(e6)
	--to deck
	local e7 = Effect.CreateEffect(c)
	e7:SetDescription(aux.Stringid(id, 1))
	e7:SetCategory(CATEGORY_TODECK)
	e7:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
	e7:SetCode(EVENT_PHASE + PHASE_STANDBY)
	e7:SetCountLimit(1)
	e7:SetRange(LOCATION_MZONE)
	e7:SetCondition(s.rtdcon)
	e7:SetTarget(s.rtdtg)
	e7:SetOperation(s.rtdop)
	c:RegisterEffect(e7)
end
function s.ntcon(e, c, minc)
	if c == nil then
		return true
	end
	return minc == 0 and c:IsLevelAbove(5) and Duel.GetFieldGroupCount(c:GetControler(), LOCATION_MZONE, 0) == 0 and Duel.GetLocationCount(c:GetControler(), LOCATION_MZONE) > 0
end
function s.tdcon(e, tp, eg, ep, ev, re, r, rp)
	return e:GetHandler():GetBattledGroupCount() > 0
end
function s.tdtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return true
	end
	local g = Duel.GetMatchingGroup(Card.IsAbleToDeck, tp, 0, LOCATION_ONFIELD, nil)
	Duel.SetOperationInfo(0, CATEGORY_TODECK, g, g:GetCount(), 0, 0)
	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, 1 - tp, g:GetCount())
end
function s.cfilter(c, p)
	return c:IsLocation(LOCATION_DECK) and c:IsControler(p)
end
function s.tdop(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(Card.IsAbleToDeck, tp, 0, LOCATION_ONFIELD, nil)
	if g:GetCount() > 0 and Duel.SendtoDeck(g, nil, SEQ_DECKSHUFFLE, REASON_EFFECT) > 0 then
		local ct = g:FilterCount(s.cfilter, nil, 1 - tp)
		if ct > 0 then
			Duel.ShuffleDeck(1 - tp)
			Duel.BreakEffect()
			Duel.Draw(1 - tp, ct, REASON_EFFECT)
		end
	end
end
function s.rtdcon(e, tp, eg, ep, ev, re, r, rp)
	return Duel.GetTurnPlayer() == tp
end
function s.rtdtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return true
	end
	Duel.SetOperationInfo(0, CATEGORY_TODECK, e:GetHandler(), 1, 0, 0)
end
function s.rtdop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.SendtoDeck(c, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
	end
end


Gabrion,
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. Cannot be destroyed by battle or card effects. You take no battle damage from attacks involving this card. At the end of the Battle Phase, if this card battled: Shuffle as many cards your opponent controls as possible into the Deck(s), then they draw cards equal to the number shuffled into their Main Deck. Once per turn, during your Standby Phase: Shuffle this card into the Deck.
-- Gabrion,
local s, id, o = GetID()
function s.initial_effect(c)
	--cannot special summon
	local e1 = Effect.CreateEffect(c)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_SINGLE_RANGE)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetRange(LOCATION_DECK)
	e1:SetCode(EFFECT_SPSUMMON_CONDITION)
	c:RegisterEffect(e1)
	--summon
	local e2 = Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id, 0))
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetCode(EFFECT_SUMMON_PROC)
	e2:SetCondition(s.ntcon)
	c:RegisterEffect(e2)
	--indes
	local e3 = Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE)
	e3:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e3:SetRange(LOCATION_MZONE)
	e3:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
	e3:SetValue(1)
	c:RegisterEffect(e3)
	local e4 = e3:Clone()
	e4:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
	c:RegisterEffect(e4)
	--damage val
	local e5 = e3:Clone()
	e5:SetCode(EFFECT_AVOID_BATTLE_DAMAGE)
	c:RegisterEffect(e5)
	--to deck
	local e6 = Effect.CreateEffect(c)
	e6:SetDescription(aux.Stringid(id, 1))
	e6:SetCategory(CATEGORY_TODECK + CATEGORY_DRAW)
	e6:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
	e6:SetCode(EVENT_PHASE + PHASE_BATTLE)
	e6:SetCountLimit(1)
	e6:SetRange(LOCATION_MZONE)
	e6:SetCondition(s.tdcon)
	e6:SetTarget(s.tdtg)
	e6:SetOperation(s.tdop)
	c:RegisterEffect(e6)
	--to deck
	local e7 = Effect.CreateEffect(c)
	e7:SetDescription(aux.Stringid(id, 1))
	e7:SetCategory(CATEGORY_TODECK)
	e7:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
	e7:SetCode(EVENT_PHASE + PHASE_STANDBY)
	e7:SetCountLimit(1)
	e7:SetRange(LOCATION_MZONE)
	e7:SetCondition(s.rtdcon)
	e7:SetTarget(s.rtdtg)
	e7:SetOperation(s.rtdop)
	c:RegisterEffect(e7)
end
function s.ntcon(e, c, minc)
	if c == nil then
		return true
	end
	return minc == 0 and c:IsLevelAbove(5) and Duel.GetFieldGroupCount(c:GetControler(), LOCATION_MZONE, 0) == 0 and Duel.GetLocationCount(c:GetControler(), LOCATION_MZONE) > 0
end
function s.tdcon(e, tp, eg, ep, ev, re, r, rp)
	return e:GetHandler():GetBattledGroupCount() > 0
end
function s.tdtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return true
	end
	local g = Duel.GetMatchingGroup(Card.IsAbleToDeck, tp, 0, LOCATION_ONFIELD, nil)
	Duel.SetOperationInfo(0, CATEGORY_TODECK, g, g:GetCount(), 0, 0)
	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, 1 - tp, g:GetCount())
end
function s.cfilter(c, p)
	return c:IsLocation(LOCATION_DECK) and c:IsControler(p)
end
function s.tdop(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(Card.IsAbleToDeck, tp, 0, LOCATION_ONFIELD, nil)
	if g:GetCount() > 0 and Duel.SendtoDeck(g, nil, SEQ_DECKSHUFFLE, REASON_EFFECT) > 0 then
		local ct = g:FilterCount(s.cfilter, nil, 1 - tp)
		if ct > 0 then
			Duel.ShuffleDeck(1 - tp)
			Duel.BreakEffect()
			Duel.Draw(1 - tp, ct, REASON_EFFECT)
		end
	end
end
function s.rtdcon(e, tp, eg, ep, ev, re, r, rp)
	return Duel.GetTurnPlayer() == tp
end
function s.rtdtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return true
	end
	Duel.SetOperationInfo(0, CATEGORY_TODECK, e:GetHandler(), 1, 0, 0)
end
function s.rtdop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.SendtoDeck(c, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
	end
end

