Ray
Add 2 LIGHT monsters from your Graveyard to your Deck and shuffle it.
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_TODECK)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.filter(c)
	return c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsAbleToDeck()
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(1 - tp) and s.filter(chkc)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.filter, tp, LOCATION_GRAVE, 0, 2, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TODECK)
	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_GRAVE, 0, 2, 2, nil)
	Duel.SetOperationInfo(0, CATEGORY_TODECK, g, 2, 0, 0)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetChainInfo(0, CHAININFO_TARGET_CARDS)
	local sg = g:Filter(Card.IsRelateToEffect, nil, e)
	Duel.SendtoDeck(sg, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
end


Ray
Add 2 LIGHT monsters from your Graveyard to your Deck and shuffle it.
-- Ray
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_TODECK)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.filter(c)
	return c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsAbleToDeck()
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(1 - tp) and s.filter(chkc)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.filter, tp, LOCATION_GRAVE, 0, 2, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TODECK)
	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_GRAVE, 0, 2, 2, nil)
	Duel.SetOperationInfo(0, CATEGORY_TODECK, g, 2, 0, 0)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetChainInfo(0, CHAININFO_TARGET_CARDS)
	local sg = g:Filter(Card.IsRelateToEffect, nil, e)
	Duel.SendtoDeck(sg, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
end

