name: Frontline
card_text: During the End Phase, if this card was Normal Summoned this turn: You can add 1 EARTH Pendulum Monster from your Deck to your hand. If this card was Normal Summoned, during the End Phase of the Summoning player's next turn: You can Tribute this card; add 1 EARTH monster from your Deck to your hand.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--tohand
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_CONTINUOUS)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e1:SetCode(EVENT_SUMMON_SUCCESS)
  	e1:SetOperation(s.regop)
  	c:RegisterEffect(e1)
  end
  function s.regop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e1:SetCode(EVENT_PHASE + PHASE_END)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetTarget(s.thtg1)
  	e1:SetOperation(s.thop1)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD - RESET_TURN_SET + RESET_PHASE + PHASE_END)
  	c:RegisterEffect(e1)
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e2:SetCode(EVENT_PHASE + PHASE_END)
  	e2:SetRange(LOCATION_MZONE)
  	e2:SetCondition(s.thcon)
  	e2:SetCost(s.thcost)
  	e2:SetTarget(s.thtg2)
  	e2:SetOperation(s.thop2)
  	e2:SetLabel(Duel.GetTurnCount())
  	if Duel.GetTurnPlayer() == tp then
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD - RESET_TURN_SET + RESET_PHASE + PHASE_END + RESET_SELF_TURN, 2)
  	else
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD - RESET_TURN_SET + RESET_PHASE + PHASE_END + RESET_SELF_TURN)
  	end
  	c:RegisterEffect(e2)
  end
  function s.filter1(c)
  	return c:IsType(TYPE_PENDULUM) and c:IsAttribute(ATTRIBUTE_EARTH) and c:IsAbleToHand()
  end
  function s.thtg1(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.filter1, tp, LOCATION_DECK, 0, 1, nil)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, tp, LOCATION_DECK)
  end
  function s.thop1(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  	local g = Duel.SelectMatchingCard(tp, s.filter1, tp, LOCATION_DECK, 0, 1, 1, nil)
  	if g:GetCount() > 0 then
  		Duel.SendtoHand(g, nil, REASON_EFFECT)
  		Duel.ConfirmCards(1 - tp, g)
  	end
  end
  function s.thcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp and Duel.GetTurnCount() ~= e:GetLabel()
  end
  function s.thcost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return e:GetHandler():IsReleasable()
  	end
  	Duel.Release(e:GetHandler(), REASON_COST)
  end
  function s.filter2(c)
  	return c:IsAttribute(ATTRIBUTE_EARTH) and c:IsAbleToHand()
  end
  function s.thtg2(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.filter2, tp, LOCATION_DECK, 0, 1, nil)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, tp, LOCATION_DECK)
  end
  function s.thop2(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  	local g = Duel.SelectMatchingCard(tp, s.filter2, tp, LOCATION_DECK, 0, 1, 1, nil)
  	if g:GetCount() > 0 then
  		Duel.SendtoHand(g, nil, REASON_EFFECT)
  		Duel.ConfirmCards(1 - tp, g)
  	end
  end
  
  
source_text: Frontline
  During the End Phase, if this card was Normal Summoned this turn: You can add 1 EARTH Pendulum Monster from your Deck to your hand. If this card was Normal Summoned, during the End Phase of the Summoning player's next turn: You can Tribute this card; add 1 EARTH monster from your Deck to your hand.
target_text: -- Frontline
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--tohand
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_CONTINUOUS)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e1:SetCode(EVENT_SUMMON_SUCCESS)
  	e1:SetOperation(s.regop)
  	c:RegisterEffect(e1)
  end
  function s.regop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e1:SetCode(EVENT_PHASE + PHASE_END)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetTarget(s.thtg1)
  	e1:SetOperation(s.thop1)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD - RESET_TURN_SET + RESET_PHASE + PHASE_END)
  	c:RegisterEffect(e1)
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e2:SetCode(EVENT_PHASE + PHASE_END)
  	e2:SetRange(LOCATION_MZONE)
  	e2:SetCondition(s.thcon)
  	e2:SetCost(s.thcost)
  	e2:SetTarget(s.thtg2)
  	e2:SetOperation(s.thop2)
  	e2:SetLabel(Duel.GetTurnCount())
  	if Duel.GetTurnPlayer() == tp then
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD - RESET_TURN_SET + RESET_PHASE + PHASE_END + RESET_SELF_TURN, 2)
  	else
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD - RESET_TURN_SET + RESET_PHASE + PHASE_END + RESET_SELF_TURN)
  	end
  	c:RegisterEffect(e2)
  end
  function s.filter1(c)
  	return c:IsType(TYPE_PENDULUM) and c:IsAttribute(ATTRIBUTE_EARTH) and c:IsAbleToHand()
  end
  function s.thtg1(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.filter1, tp, LOCATION_DECK, 0, 1, nil)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, tp, LOCATION_DECK)
  end
  function s.thop1(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  	local g = Duel.SelectMatchingCard(tp, s.filter1, tp, LOCATION_DECK, 0, 1, 1, nil)
  	if g:GetCount() > 0 then
  		Duel.SendtoHand(g, nil, REASON_EFFECT)
  		Duel.ConfirmCards(1 - tp, g)
  	end
  end
  function s.thcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp and Duel.GetTurnCount() ~= e:GetLabel()
  end
  function s.thcost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return e:GetHandler():IsReleasable()
  	end
  	Duel.Release(e:GetHandler(), REASON_COST)
  end
  function s.filter2(c)
  	return c:IsAttribute(ATTRIBUTE_EARTH) and c:IsAbleToHand()
  end
  function s.thtg2(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.filter2, tp, LOCATION_DECK, 0, 1, nil)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, tp, LOCATION_DECK)
  end
  function s.thop2(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  	local g = Duel.SelectMatchingCard(tp, s.filter2, tp, LOCATION_DECK, 0, 1, 1, nil)
  	if g:GetCount() > 0 then
  		Duel.SendtoHand(g, nil, REASON_EFFECT)
  		Duel.ConfirmCards(1 - tp, g)
  	end
  end
  
  