name: Way
card_text: During the Main Phase: The turn player can activate this effect; excavate cards from the top of your Deck, up to the number of cards your opponent controls, and if you do, add 1 of them to your hand, also, after that, place any remaining cards and 1 card from your hand on the bottom of the Deck in any order. You can only use this effect of "Way Where There's a Will" once per turn. During the End Phase of any turn a player excavated 9 or more cards at once by this card's effect: That player can activate this effect; shuffle all cards your opponent controls and in their GY into the Deck.
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)
  	c:RegisterEffect(e1)
  	--draw
  	local e4 = Effect.CreateEffect(c)
  	e4:SetDescription(aux.Stringid(id, 0))
  	e4:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH)
  	e4:SetType(EFFECT_TYPE_IGNITION)
  	e4:SetRange(LOCATION_FZONE)
  	e4:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_PLAYER_TARGET)
  	e4:SetCountLimit(1, id)
  	e4:SetTarget(s.drtg)
  	e4:SetOperation(s.drop)
  	c:RegisterEffect(e4)
  	--to deck
  	local e6 = Effect.CreateEffect(c)
  	e6:SetDescription(aux.Stringid(id, 1))
  	e6:SetCategory(CATEGORY_TODECK)
  	e6:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e6:SetCode(EVENT_PHASE + PHASE_END)
  	e6:SetCountLimit(1)
  	e6:SetProperty(EFFECT_FLAG_BOTH_SIDE)
  	e6:SetRange(LOCATION_FZONE)
  	e6:SetCondition(s.tdcon)
  	e6:SetTarget(s.tdtg)
  	e6:SetOperation(s.tdop)
  	c:RegisterEffect(e6)
  end
  function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	local ct = Duel.GetFieldGroupCount(tp, 0, LOCATION_ONFIELD)
  	if chk == 0 then
  		if Duel.GetFieldGroupCount(tp, LOCATION_DECK, 0) == 0 then
  			return false
  		end
  		local g = Duel.GetDecktopGroup(tp, ct)
  		local result = g:FilterCount(Card.IsAbleToHand, nil) > 0
  		return result
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, 0, LOCATION_DECK)
  end
  function s.drop(e, tp, eg, ep, ev, re, r, rp)
  	local p = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER)
  	local ct = Duel.GetFieldGroupCount(p, 0, LOCATION_ONFIELD)
  	local dt = Duel.GetFieldGroupCount(p, LOCATION_DECK, 0)
  	ct = math.min(ct, dt)
  	if ct == 0 then
  		return
  	end
  	local t = {}
  	for i = 1, ct do
  		t[i] = i
  	end
  	local ac = Duel.AnnounceNumber(p, table.unpack(t))
  	Duel.ConfirmDecktop(p, ac)
  	local g = Duel.GetDecktopGroup(p, ac)
  	if #g > 0 then
  		Duel.Hint(HINT_SELECTMSG, p, HINTMSG_ATOHAND)
  		local sg = g:Select(p, 1, 1, nil)
  		if sg:GetFirst():IsAbleToHand() then
  			Duel.DisableShuffleCheck()
  			Duel.SendtoHand(sg, nil, REASON_EFFECT)
  			Duel.ConfirmCards(1 - p, sg)
  			Duel.ShuffleHand(p)
  		else
  			Duel.DisableShuffleCheck()
  			Duel.SendtoGrave(sg, REASON_RULE)
  		end
  		if #g > 8 then
  			Duel.RegisterFlagEffect(p, id, RESET_PHASE + PHASE_END, 0, 1)
  			e:GetHandler():RegisterFlagEffect(id, RESET_PHASE + PHASE_END, 0, 1)
  		end
  	end
  	Duel.BreakEffect()
  	local hg = Duel.GetMatchingGroup(Card.IsAbleToDeck, p, LOCATION_HAND, 0, nil)
  	if #hg > 0 then
  		Duel.Hint(HINT_SELECTMSG, p, HINTMSG_TODECK)
  		local sg = hg:Select(p, 1, 1, nil)
  		if sg:GetFirst():GetOwner() == p then
  			Duel.SendtoDeck(sg, nil, SEQ_DECKTOP, REASON_EFFECT)
  		else
  			Duel.SendtoDeck(sg, nil, SEQ_DECKBOTTOM, REASON_EFFECT)
  			ac = ac - 1
  		end
  	end
  	if ac > 0 then
  		Duel.SortDecktop(p, p, ac)
  		for i = 1, ac do
  			local mg = Duel.GetDecktopGroup(p, 1)
  			Duel.MoveSequence(mg:GetFirst(), SEQ_DECKBOTTOM)
  		end
  	end
  end
  function s.tdcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetFlagEffect(tp, id) > 0 and e:GetHandler():GetFlagEffect(id) > 0
  end
  function s.tdtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(Card.IsAbleToDeck, tp, 0, LOCATION_ONFIELD + LOCATION_GRAVE, 1, nil)
  	end
  	local g = Duel.GetMatchingGroup(Card.IsAbleToDeck, tp, 0, LOCATION_ONFIELD + LOCATION_GRAVE, nil)
  	Duel.SetOperationInfo(0, CATEGORY_TODECK, g, g:GetCount(), 0, LOCATION_ONFIELD + LOCATION_GRAVE)
  end
  function s.tdop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetMatchingGroup(Card.IsAbleToDeck, tp, 0, LOCATION_ONFIELD + LOCATION_GRAVE, nil)
  	if aux.NecroValleyNegateCheck(g) then
  		return
  	end
  	if g:GetCount() > 0 then
  		Duel.SendtoDeck(g, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
  	end
  end
  
  
source_text: Way
  During the Main Phase: The turn player can activate this effect; excavate cards from the top of your Deck, up to the number of cards your opponent controls, and if you do, add 1 of them to your hand, also, after that, place any remaining cards and 1 card from your hand on the bottom of the Deck in any order. You can only use this effect of "Way Where There's a Will" once per turn. During the End Phase of any turn a player excavated 9 or more cards at once by this card's effect: That player can activate this effect; shuffle all cards your opponent controls and in their GY into the Deck.
target_text: -- Way
  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)
  	c:RegisterEffect(e1)
  	--draw
  	local e4 = Effect.CreateEffect(c)
  	e4:SetDescription(aux.Stringid(id, 0))
  	e4:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH)
  	e4:SetType(EFFECT_TYPE_IGNITION)
  	e4:SetRange(LOCATION_FZONE)
  	e4:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_PLAYER_TARGET)
  	e4:SetCountLimit(1, id)
  	e4:SetTarget(s.drtg)
  	e4:SetOperation(s.drop)
  	c:RegisterEffect(e4)
  	--to deck
  	local e6 = Effect.CreateEffect(c)
  	e6:SetDescription(aux.Stringid(id, 1))
  	e6:SetCategory(CATEGORY_TODECK)
  	e6:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e6:SetCode(EVENT_PHASE + PHASE_END)
  	e6:SetCountLimit(1)
  	e6:SetProperty(EFFECT_FLAG_BOTH_SIDE)
  	e6:SetRange(LOCATION_FZONE)
  	e6:SetCondition(s.tdcon)
  	e6:SetTarget(s.tdtg)
  	e6:SetOperation(s.tdop)
  	c:RegisterEffect(e6)
  end
  function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	local ct = Duel.GetFieldGroupCount(tp, 0, LOCATION_ONFIELD)
  	if chk == 0 then
  		if Duel.GetFieldGroupCount(tp, LOCATION_DECK, 0) == 0 then
  			return false
  		end
  		local g = Duel.GetDecktopGroup(tp, ct)
  		local result = g:FilterCount(Card.IsAbleToHand, nil) > 0
  		return result
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, 0, LOCATION_DECK)
  end
  function s.drop(e, tp, eg, ep, ev, re, r, rp)
  	local p = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER)
  	local ct = Duel.GetFieldGroupCount(p, 0, LOCATION_ONFIELD)
  	local dt = Duel.GetFieldGroupCount(p, LOCATION_DECK, 0)
  	ct = math.min(ct, dt)
  	if ct == 0 then
  		return
  	end
  	local t = {}
  	for i = 1, ct do
  		t[i] = i
  	end
  	local ac = Duel.AnnounceNumber(p, table.unpack(t))
  	Duel.ConfirmDecktop(p, ac)
  	local g = Duel.GetDecktopGroup(p, ac)
  	if #g > 0 then
  		Duel.Hint(HINT_SELECTMSG, p, HINTMSG_ATOHAND)
  		local sg = g:Select(p, 1, 1, nil)
  		if sg:GetFirst():IsAbleToHand() then
  			Duel.DisableShuffleCheck()
  			Duel.SendtoHand(sg, nil, REASON_EFFECT)
  			Duel.ConfirmCards(1 - p, sg)
  			Duel.ShuffleHand(p)
  		else
  			Duel.DisableShuffleCheck()
  			Duel.SendtoGrave(sg, REASON_RULE)
  		end
  		if #g > 8 then
  			Duel.RegisterFlagEffect(p, id, RESET_PHASE + PHASE_END, 0, 1)
  			e:GetHandler():RegisterFlagEffect(id, RESET_PHASE + PHASE_END, 0, 1)
  		end
  	end
  	Duel.BreakEffect()
  	local hg = Duel.GetMatchingGroup(Card.IsAbleToDeck, p, LOCATION_HAND, 0, nil)
  	if #hg > 0 then
  		Duel.Hint(HINT_SELECTMSG, p, HINTMSG_TODECK)
  		local sg = hg:Select(p, 1, 1, nil)
  		if sg:GetFirst():GetOwner() == p then
  			Duel.SendtoDeck(sg, nil, SEQ_DECKTOP, REASON_EFFECT)
  		else
  			Duel.SendtoDeck(sg, nil, SEQ_DECKBOTTOM, REASON_EFFECT)
  			ac = ac - 1
  		end
  	end
  	if ac > 0 then
  		Duel.SortDecktop(p, p, ac)
  		for i = 1, ac do
  			local mg = Duel.GetDecktopGroup(p, 1)
  			Duel.MoveSequence(mg:GetFirst(), SEQ_DECKBOTTOM)
  		end
  	end
  end
  function s.tdcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetFlagEffect(tp, id) > 0 and e:GetHandler():GetFlagEffect(id) > 0
  end
  function s.tdtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(Card.IsAbleToDeck, tp, 0, LOCATION_ONFIELD + LOCATION_GRAVE, 1, nil)
  	end
  	local g = Duel.GetMatchingGroup(Card.IsAbleToDeck, tp, 0, LOCATION_ONFIELD + LOCATION_GRAVE, nil)
  	Duel.SetOperationInfo(0, CATEGORY_TODECK, g, g:GetCount(), 0, LOCATION_ONFIELD + LOCATION_GRAVE)
  end
  function s.tdop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetMatchingGroup(Card.IsAbleToDeck, tp, 0, LOCATION_ONFIELD + LOCATION_GRAVE, nil)
  	if aux.NecroValleyNegateCheck(g) then
  		return
  	end
  	if g:GetCount() > 0 then
  		Duel.SendtoDeck(g, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
  	end
  end
  
  