name: Subterror
card_text: At the start of the Damage Step, if this card attacks an opponent's face-down Defense Position monster, and you control another "Subterror" monster: You can shuffle that opponent's monster into the Deck. If this card on the field is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Subterror" monster from your Deck in face-up or face-down Defense Position. You can only use each effect of "Subterror Nemesis Archer" once per turn.
external_ids: local SETCARD_ID_0 = 0xed --Subterror
  
lua: local SETCARD_ID_0 = 0xed --Subterror
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--to deck
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_TODECK)
  	e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e1:SetCode(EVENT_BATTLE_START)
  	e1:SetCountLimit(1, id)
  	e1:SetCondition(s.tdcon)
  	e1:SetTarget(s.tdtg)
  	e1:SetOperation(s.tdop)
  	c:RegisterEffect(e1)
  	--spsummon
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
  	e2:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e2:SetProperty(EFFECT_FLAG_DELAY)
  	e2:SetCode(EVENT_TO_GRAVE)
  	e2:SetCountLimit(1, id + 1)
  	e2:SetCondition(s.spcon)
  	e2:SetTarget(s.sptg)
  	e2:SetOperation(s.spop)
  	c:RegisterEffect(e2)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
  end
  function s.tdcon(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local d = Duel.GetAttackTarget()
  	return c == Duel.GetAttacker() and d and d:IsPosition(POS_FACEDOWN_DEFENSE) and Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_MZONE, 0, 1, c)
  end
  function s.tdtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	local d = Duel.GetAttackTarget()
  	if chk == 0 then
  		return d:IsAbleToDeck()
  	end
  	Duel.SetOperationInfo(0, CATEGORY_TODECK, d, 1, 0, 0)
  end
  function s.tdop(e, tp, eg, ep, ev, re, r, rp)
  	local d = Duel.GetAttackTarget()
  	if d:IsRelateToBattle() and d:IsPosition(POS_FACEDOWN_DEFENSE) then
  		Duel.SendtoDeck(d, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
  	end
  end
  function s.spcon(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	return c:IsPreviousLocation(LOCATION_ONFIELD) and c:IsReason(REASON_DESTROY) and c:IsReason(REASON_BATTLE + REASON_EFFECT)
  end
  function s.spfilter(c, e, tp)
  	return c:IsSetCard(SETCARD_ID_0) and c:IsCanBeSpecialSummoned(e, 0, tp, false, false, POS_DEFENSE)
  end
  function s.sptg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.GetLocationCount(tp, LOCATION_MZONE) > 0 and Duel.IsExistingMatchingCard(s.spfilter, tp, LOCATION_DECK, 0, 1, nil, e, tp)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, nil, 1, tp, LOCATION_DECK)
  end
  function s.spop(e, tp, eg, ep, ev, re, r, rp)
  	if Duel.GetLocationCount(tp, LOCATION_MZONE) <= 0 then
  		return
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SPSUMMON)
  	local g = Duel.SelectMatchingCard(tp, s.spfilter, tp, LOCATION_DECK, 0, 1, 1, nil, e, tp)
  	local tc = g:GetFirst()
  	if not tc then
  		return
  	end
  	if Duel.SpecialSummon(tc, 0, tp, tp, false, false, POS_DEFENSE) ~= 0 and tc:IsFacedown() then
  		Duel.ConfirmCards(1 - tp, tc)
  	end
  end
  
  
source_text: Subterror
  At the start of the Damage Step, if this card attacks an opponent's face-down Defense Position monster, and you control another "Subterror" monster: You can shuffle that opponent's monster into the Deck. If this card on the field is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Subterror" monster from your Deck in face-up or face-down Defense Position. You can only use each effect of "Subterror Nemesis Archer" once per turn.
target_text: -- Subterror
  local SETCARD_ID_0 = 0xed --Subterror
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--to deck
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_TODECK)
  	e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e1:SetCode(EVENT_BATTLE_START)
  	e1:SetCountLimit(1, id)
  	e1:SetCondition(s.tdcon)
  	e1:SetTarget(s.tdtg)
  	e1:SetOperation(s.tdop)
  	c:RegisterEffect(e1)
  	--spsummon
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
  	e2:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e2:SetProperty(EFFECT_FLAG_DELAY)
  	e2:SetCode(EVENT_TO_GRAVE)
  	e2:SetCountLimit(1, id + 1)
  	e2:SetCondition(s.spcon)
  	e2:SetTarget(s.sptg)
  	e2:SetOperation(s.spop)
  	c:RegisterEffect(e2)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
  end
  function s.tdcon(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local d = Duel.GetAttackTarget()
  	return c == Duel.GetAttacker() and d and d:IsPosition(POS_FACEDOWN_DEFENSE) and Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_MZONE, 0, 1, c)
  end
  function s.tdtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	local d = Duel.GetAttackTarget()
  	if chk == 0 then
  		return d:IsAbleToDeck()
  	end
  	Duel.SetOperationInfo(0, CATEGORY_TODECK, d, 1, 0, 0)
  end
  function s.tdop(e, tp, eg, ep, ev, re, r, rp)
  	local d = Duel.GetAttackTarget()
  	if d:IsRelateToBattle() and d:IsPosition(POS_FACEDOWN_DEFENSE) then
  		Duel.SendtoDeck(d, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
  	end
  end
  function s.spcon(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	return c:IsPreviousLocation(LOCATION_ONFIELD) and c:IsReason(REASON_DESTROY) and c:IsReason(REASON_BATTLE + REASON_EFFECT)
  end
  function s.spfilter(c, e, tp)
  	return c:IsSetCard(SETCARD_ID_0) and c:IsCanBeSpecialSummoned(e, 0, tp, false, false, POS_DEFENSE)
  end
  function s.sptg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.GetLocationCount(tp, LOCATION_MZONE) > 0 and Duel.IsExistingMatchingCard(s.spfilter, tp, LOCATION_DECK, 0, 1, nil, e, tp)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, nil, 1, tp, LOCATION_DECK)
  end
  function s.spop(e, tp, eg, ep, ev, re, r, rp)
  	if Duel.GetLocationCount(tp, LOCATION_MZONE) <= 0 then
  		return
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SPSUMMON)
  	local g = Duel.SelectMatchingCard(tp, s.spfilter, tp, LOCATION_DECK, 0, 1, 1, nil, e, tp)
  	local tc = g:GetFirst()
  	if not tc then
  		return
  	end
  	if Duel.SpecialSummon(tc, 0, tp, tp, false, false, POS_DEFENSE) ~= 0 and tc:IsFacedown() then
  		Duel.ConfirmCards(1 - tp, tc)
  	end
  end
  
  