name: Depth
card_text: When your opponent's monster declares an attack, you can discard 1 card to negate the attack. Destroy this card during your opponent's 3rd End Phase after activation.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetTarget(s.target1)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  	--negate
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetType(EFFECT_TYPE_QUICK_O)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCode(EVENT_ATTACK_ANNOUNCE)
  	e2:SetCondition(s.condition)
  	e2:SetTarget(s.target2)
  	e2:SetOperation(s.activate)
  	c:RegisterEffect(e2)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return tp ~= Duel.GetTurnPlayer()
  end
  function s.target1(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local tg = Duel.GetAttacker()
  	if chkc then
  		return chkc == tg
  	end
  	if chk == 0 then
  		return true
  	end
  	e:GetHandler():SetTurnCounter(0)
  	--destroy
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e1:SetCode(EVENT_PHASE + PHASE_END)
  	e1:SetCountLimit(1)
  	e1:SetRange(LOCATION_SZONE)
  	e1:SetCondition(s.descon)
  	e1:SetOperation(s.desop)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END + RESET_OPPO_TURN, 3)
  	e:GetHandler():RegisterEffect(e1)
  	if
  		Duel.CheckEvent(EVENT_ATTACK_ANNOUNCE)
  		and tp ~= Duel.GetTurnPlayer()
  		and tg:IsOnField()
  		and tg:IsCanBeEffectTarget(e)
  		and Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0) ~= 0
  		and Duel.SelectYesNo(tp, aux.Stringid(id, 0))
  	then
  		e:SetProperty(EFFECT_FLAG_CARD_TARGET)
  		Duel.SetTargetCard(tg)
  	else
  		e:SetProperty(0)
  	end
  end
  function s.target2(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local tg = Duel.GetAttacker()
  	if chkc then
  		return chkc == tg
  	end
  	if chk == 0 then
  		return not e:GetHandler():IsStatus(STATUS_CHAINING) and Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0) ~= 0 and tg:IsOnField() and tg:IsCanBeEffectTarget(e)
  	end
  	Duel.SetTargetCard(tg)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc and tc:IsRelateToEffect(e) and tc:IsFaceup() and Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0) ~= 0 then
  		Duel.DiscardHand(tp, Card.IsDiscardable, 1, 1, REASON_EFFECT + REASON_DISCARD)
  		Duel.NegateAttack()
  	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 == 3 then
  		Duel.Destroy(c, REASON_EFFECT)
  	end
  end
  
  
source_text: Depth
  When your opponent's monster declares an attack, you can discard 1 card to negate the attack. Destroy this card during your opponent's 3rd End Phase after activation.
target_text: -- Depth
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetTarget(s.target1)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  	--negate
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetType(EFFECT_TYPE_QUICK_O)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCode(EVENT_ATTACK_ANNOUNCE)
  	e2:SetCondition(s.condition)
  	e2:SetTarget(s.target2)
  	e2:SetOperation(s.activate)
  	c:RegisterEffect(e2)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return tp ~= Duel.GetTurnPlayer()
  end
  function s.target1(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local tg = Duel.GetAttacker()
  	if chkc then
  		return chkc == tg
  	end
  	if chk == 0 then
  		return true
  	end
  	e:GetHandler():SetTurnCounter(0)
  	--destroy
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e1:SetCode(EVENT_PHASE + PHASE_END)
  	e1:SetCountLimit(1)
  	e1:SetRange(LOCATION_SZONE)
  	e1:SetCondition(s.descon)
  	e1:SetOperation(s.desop)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END + RESET_OPPO_TURN, 3)
  	e:GetHandler():RegisterEffect(e1)
  	if
  		Duel.CheckEvent(EVENT_ATTACK_ANNOUNCE)
  		and tp ~= Duel.GetTurnPlayer()
  		and tg:IsOnField()
  		and tg:IsCanBeEffectTarget(e)
  		and Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0) ~= 0
  		and Duel.SelectYesNo(tp, aux.Stringid(id, 0))
  	then
  		e:SetProperty(EFFECT_FLAG_CARD_TARGET)
  		Duel.SetTargetCard(tg)
  	else
  		e:SetProperty(0)
  	end
  end
  function s.target2(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local tg = Duel.GetAttacker()
  	if chkc then
  		return chkc == tg
  	end
  	if chk == 0 then
  		return not e:GetHandler():IsStatus(STATUS_CHAINING) and Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0) ~= 0 and tg:IsOnField() and tg:IsCanBeEffectTarget(e)
  	end
  	Duel.SetTargetCard(tg)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc and tc:IsRelateToEffect(e) and tc:IsFaceup() and Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0) ~= 0 then
  		Duel.DiscardHand(tp, Card.IsDiscardable, 1, 1, REASON_EFFECT + REASON_DISCARD)
  		Duel.NegateAttack()
  	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 == 3 then
  		Duel.Destroy(c, REASON_EFFECT)
  	end
  end
  
  