Swords
Destroy this card during your 2nd Standby Phase after activation. When this card resolves, change all monsters your opponent controls to face-down Defense Position. Monsters your opponent controls cannot change their battle positions.
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_POSITION)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
	--cannot change position
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCode(EFFECT_CANNOT_CHANGE_POSITION)
	e2:SetProperty(EFFECT_FLAG_SET_AVAILABLE)
	e2:SetTargetRange(0, LOCATION_MZONE)
	c:RegisterEffect(e2)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return true
	end
	local c = e:GetHandler()
	c:SetTurnCounter(0)
	local g = Duel.GetMatchingGroup(Card.IsCanTurnSet, tp, 0, LOCATION_MZONE, nil)
	Duel.SetOperationInfo(0, CATEGORY_POSITION, g, g:GetCount(), 0, 0)
	--destroy
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e1:SetCode(EVENT_PHASE + PHASE_STANDBY)
	e1:SetCountLimit(1)
	e1:SetRange(LOCATION_SZONE)
	e1:SetCondition(s.descon)
	e1:SetOperation(s.desop)
	e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_STANDBY + RESET_SELF_TURN, 2)
	c:RegisterEffect(e1)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(Card.IsCanTurnSet, tp, 0, LOCATION_MZONE, nil)
	if g:GetCount() > 0 then
		Duel.ChangePosition(g, POS_FACEDOWN_DEFENSE)
	end
end
function s.descon(e, tp, eg, ep, ev, re, r, rp)
	return Duel.GetTurnPlayer() == tp
end
function s.desop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local ct = c:GetTurnCounter()
	ct = ct + 1
	c:SetTurnCounter(ct)
	if ct == 2 then
		Duel.Destroy(c, REASON_RULE)
	end
end


Swords
Destroy this card during your 2nd Standby Phase after activation. When this card resolves, change all monsters your opponent controls to face-down Defense Position. Monsters your opponent controls cannot change their battle positions.
-- Swords
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_POSITION)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
	--cannot change position
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCode(EFFECT_CANNOT_CHANGE_POSITION)
	e2:SetProperty(EFFECT_FLAG_SET_AVAILABLE)
	e2:SetTargetRange(0, LOCATION_MZONE)
	c:RegisterEffect(e2)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return true
	end
	local c = e:GetHandler()
	c:SetTurnCounter(0)
	local g = Duel.GetMatchingGroup(Card.IsCanTurnSet, tp, 0, LOCATION_MZONE, nil)
	Duel.SetOperationInfo(0, CATEGORY_POSITION, g, g:GetCount(), 0, 0)
	--destroy
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e1:SetCode(EVENT_PHASE + PHASE_STANDBY)
	e1:SetCountLimit(1)
	e1:SetRange(LOCATION_SZONE)
	e1:SetCondition(s.descon)
	e1:SetOperation(s.desop)
	e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_STANDBY + RESET_SELF_TURN, 2)
	c:RegisterEffect(e1)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(Card.IsCanTurnSet, tp, 0, LOCATION_MZONE, nil)
	if g:GetCount() > 0 then
		Duel.ChangePosition(g, POS_FACEDOWN_DEFENSE)
	end
end
function s.descon(e, tp, eg, ep, ev, re, r, rp)
	return Duel.GetTurnPlayer() == tp
end
function s.desop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local ct = c:GetTurnCounter()
	ct = ct + 1
	c:SetTurnCounter(ct)
	if ct == 2 then
		Duel.Destroy(c, REASON_RULE)
	end
end

