name: The
card_text: Apply these effects in sequence, based on the number of Normal Monsters with different names in your GY (skip over any that do not apply).
  ● 1+: This turn, Normal Monsters you control gain 800 ATK.
  ● 2+: Negate the effects of 1 Effect Monster on the field, until the end of this turn.
  ● 3+: This turn, Normal Monsters you control cannot be destroyed by card effects.
  ● 4+: Shuffle 1 Effect Monster on the field into the Deck.
  ● 5+: Add 1 "The Toil of the Normal" from your Deck to your hand.
  You can only activate 1 "The Toil of the Normal" per turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	aux.AddCodeList(c, id)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_DISABLE + CATEGORY_SEARCH + CATEGORY_TOHAND + CATEGORY_TODECK)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
  	e1:SetHintTiming(TIMING_DAMAGE_STEP, TIMING_DAMAGE_STEP + TIMINGS_CHECK_MONSTER + TIMING_END_PHASE)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.cfilter(c)
  	return c:IsAllTypes(TYPE_NORMAL + TYPE_MONSTER)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local g = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_GRAVE, 0, nil)
  	if chk == 0 then
  		return g:GetCount() > 0
  	end
  end
  function s.tdfilter(c)
  	return c:IsFaceup() and c:IsAllTypes(TYPE_EFFECT + TYPE_MONSTER) and c:IsAbleToDeck()
  end
  function s.thfilter(c)
  	return c:IsCode(id) and c:IsAbleToHand()
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local g = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_GRAVE, 0, nil)
  	local op = g:GetClassCount(Card.GetCode)
  	if op > 0 then
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_FIELD)
  		e1:SetCode(EFFECT_UPDATE_ATTACK)
  		e1:SetTargetRange(LOCATION_MZONE, 0)
  		e1:SetTarget(s.atktg)
  		e1:SetValue(800)
  		e1:SetReset(RESET_PHASE + PHASE_END)
  		Duel.RegisterEffect(e1, tp)
  	end
  	if op > 1 and Duel.IsExistingMatchingCard(aux.NegateEffectMonsterFilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil) then
  		Duel.BreakEffect()
  		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_DISABLE)
  		local sg = Duel.SelectMatchingCard(tp, aux.NegateEffectMonsterFilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
  		Duel.HintSelection(sg)
  		local tc = sg:GetFirst()
  		Duel.NegateRelatedChain(tc, RESET_TURN_SET)
  		local e2 = Effect.CreateEffect(c)
  		e2:SetType(EFFECT_TYPE_SINGLE)
  		e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  		e2:SetCode(EFFECT_DISABLE)
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e2)
  		local e3 = Effect.CreateEffect(c)
  		e3:SetType(EFFECT_TYPE_SINGLE)
  		e3:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  		e3:SetCode(EFFECT_DISABLE_EFFECT)
  		e3:SetValue(RESET_TURN_SET)
  		e3:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e3)
  	end
  	if op > 2 then
  		local e5 = Effect.CreateEffect(e:GetHandler())
  		e5:SetType(EFFECT_TYPE_FIELD)
  		e5:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
  		e5:SetProperty(EFFECT_FLAG_SET_AVAILABLE)
  		e5:SetTargetRange(LOCATION_MZONE, 0)
  		e5:SetTarget(s.atktg)
  		e5:SetValue(1)
  		e5:SetReset(RESET_PHASE + PHASE_END)
  		Duel.RegisterEffect(e5, tp)
  	end
  	if op > 3 and Duel.IsExistingMatchingCard(s.tdfilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil) then
  		local sg = Duel.GetMatchingGroup(s.tdfilter, tp, LOCATION_MZONE, LOCATION_MZONE, nil)
  		if sg:GetCount() > 0 then
  			Duel.BreakEffect()
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TODECK)
  			local ssg = sg:Select(tp, 1, 1, nil)
  			Duel.HintSelection(ssg)
  			Duel.SendtoDeck(ssg, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
  		end
  	end
  	if op > 4 then
  		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  		local sg = Duel.SelectMatchingCard(tp, s.thfilter, tp, LOCATION_DECK, 0, 1, 1, nil)
  		if sg:GetCount() > 0 then
  			Duel.BreakEffect()
  			Duel.SendtoHand(sg, nil, REASON_EFFECT)
  			Duel.ConfirmCards(1 - tp, sg)
  		end
  	end
  end
  function s.atktg(e, c)
  	return c:IsAllTypes(TYPE_NORMAL + TYPE_MONSTER) and c:IsFaceup()
  end
  
  
source_text: The
  Apply these effects in sequence, based on the number of Normal Monsters with different names in your GY (skip over any that do not apply).
  ● 1+: This turn, Normal Monsters you control gain 800 ATK.
  ● 2+: Negate the effects of 1 Effect Monster on the field, until the end of this turn.
  ● 3+: This turn, Normal Monsters you control cannot be destroyed by card effects.
  ● 4+: Shuffle 1 Effect Monster on the field into the Deck.
  ● 5+: Add 1 "The Toil of the Normal" from your Deck to your hand.
  You can only activate 1 "The Toil of the Normal" per turn.
target_text: -- The
  local s, id, o = GetID()
  function s.initial_effect(c)
  	aux.AddCodeList(c, id)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_DISABLE + CATEGORY_SEARCH + CATEGORY_TOHAND + CATEGORY_TODECK)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
  	e1:SetHintTiming(TIMING_DAMAGE_STEP, TIMING_DAMAGE_STEP + TIMINGS_CHECK_MONSTER + TIMING_END_PHASE)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.cfilter(c)
  	return c:IsAllTypes(TYPE_NORMAL + TYPE_MONSTER)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local g = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_GRAVE, 0, nil)
  	if chk == 0 then
  		return g:GetCount() > 0
  	end
  end
  function s.tdfilter(c)
  	return c:IsFaceup() and c:IsAllTypes(TYPE_EFFECT + TYPE_MONSTER) and c:IsAbleToDeck()
  end
  function s.thfilter(c)
  	return c:IsCode(id) and c:IsAbleToHand()
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local g = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_GRAVE, 0, nil)
  	local op = g:GetClassCount(Card.GetCode)
  	if op > 0 then
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_FIELD)
  		e1:SetCode(EFFECT_UPDATE_ATTACK)
  		e1:SetTargetRange(LOCATION_MZONE, 0)
  		e1:SetTarget(s.atktg)
  		e1:SetValue(800)
  		e1:SetReset(RESET_PHASE + PHASE_END)
  		Duel.RegisterEffect(e1, tp)
  	end
  	if op > 1 and Duel.IsExistingMatchingCard(aux.NegateEffectMonsterFilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil) then
  		Duel.BreakEffect()
  		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_DISABLE)
  		local sg = Duel.SelectMatchingCard(tp, aux.NegateEffectMonsterFilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
  		Duel.HintSelection(sg)
  		local tc = sg:GetFirst()
  		Duel.NegateRelatedChain(tc, RESET_TURN_SET)
  		local e2 = Effect.CreateEffect(c)
  		e2:SetType(EFFECT_TYPE_SINGLE)
  		e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  		e2:SetCode(EFFECT_DISABLE)
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e2)
  		local e3 = Effect.CreateEffect(c)
  		e3:SetType(EFFECT_TYPE_SINGLE)
  		e3:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  		e3:SetCode(EFFECT_DISABLE_EFFECT)
  		e3:SetValue(RESET_TURN_SET)
  		e3:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e3)
  	end
  	if op > 2 then
  		local e5 = Effect.CreateEffect(e:GetHandler())
  		e5:SetType(EFFECT_TYPE_FIELD)
  		e5:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
  		e5:SetProperty(EFFECT_FLAG_SET_AVAILABLE)
  		e5:SetTargetRange(LOCATION_MZONE, 0)
  		e5:SetTarget(s.atktg)
  		e5:SetValue(1)
  		e5:SetReset(RESET_PHASE + PHASE_END)
  		Duel.RegisterEffect(e5, tp)
  	end
  	if op > 3 and Duel.IsExistingMatchingCard(s.tdfilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil) then
  		local sg = Duel.GetMatchingGroup(s.tdfilter, tp, LOCATION_MZONE, LOCATION_MZONE, nil)
  		if sg:GetCount() > 0 then
  			Duel.BreakEffect()
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TODECK)
  			local ssg = sg:Select(tp, 1, 1, nil)
  			Duel.HintSelection(ssg)
  			Duel.SendtoDeck(ssg, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
  		end
  	end
  	if op > 4 then
  		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  		local sg = Duel.SelectMatchingCard(tp, s.thfilter, tp, LOCATION_DECK, 0, 1, 1, nil)
  		if sg:GetCount() > 0 then
  			Duel.BreakEffect()
  			Duel.SendtoHand(sg, nil, REASON_EFFECT)
  			Duel.ConfirmCards(1 - tp, sg)
  		end
  	end
  end
  function s.atktg(e, c)
  	return c:IsAllTypes(TYPE_NORMAL + TYPE_MONSTER) and c:IsFaceup()
  end
  
  