name: Mirage
card_text: Once per turn, during your opponent's Standby Phase: Draw until you have 4 cards in your hand. If you do, once during your next Standby Phase after that: Randomly discard the same number of cards you drew (or your entire hand, if you do not have enough cards).
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.clear)
  	c:RegisterEffect(e1)
  	--draw
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_DRAW)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCountLimit(1)
  	e2:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e2:SetCondition(s.drcon)
  	e2:SetTarget(s.drtg)
  	e2:SetOperation(s.drop)
  	e2:SetLabelObject(e1)
  	c:RegisterEffect(e2)
  	--discard
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 1))
  	e3:SetCategory(CATEGORY_HANDES)
  	e3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e3:SetRange(LOCATION_SZONE)
  	e3:SetCountLimit(1)
  	e3:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e3:SetCondition(s.dccon)
  	e3:SetTarget(s.dctg)
  	e3:SetOperation(s.dcop)
  	e3:SetLabelObject(e1)
  	c:RegisterEffect(e3)
  end
  function s.clear(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	e:SetLabel(0)
  end
  function s.drcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() ~= tp and Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0) < 4
  end
  function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local ht = Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 4 - ht)
  end
  function s.drop(e, tp, eg, ep, ev, re, r, rp)
  	local ht = Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0)
  	if ht < 4 then
  		Duel.Draw(tp, 4 - ht, REASON_EFFECT)
  		e:GetLabelObject():SetLabel(4 - ht)
  	else
  		e:GetLabelObject():SetLabel(0)
  	end
  end
  function s.dccon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp and e:GetLabelObject():GetLabel() ~= 0
  end
  function s.dctg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local de = e:GetLabelObject()
  	e:SetLabel(de:GetLabel())
  	de:SetLabel(0)
  	Duel.SetOperationInfo(0, CATEGORY_HANDES, nil, 0, tp, e:GetLabel())
  end
  function s.dcop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetFieldGroup(tp, LOCATION_HAND, 0)
  	local sg = g:RandomSelect(tp, e:GetLabel())
  	Duel.SendtoGrave(sg, REASON_EFFECT + REASON_DISCARD)
  end
  
  
source_text: Mirage
  Once per turn, during your opponent's Standby Phase: Draw until you have 4 cards in your hand. If you do, once during your next Standby Phase after that: Randomly discard the same number of cards you drew (or your entire hand, if you do not have enough cards).
target_text: -- Mirage
  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.clear)
  	c:RegisterEffect(e1)
  	--draw
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_DRAW)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCountLimit(1)
  	e2:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e2:SetCondition(s.drcon)
  	e2:SetTarget(s.drtg)
  	e2:SetOperation(s.drop)
  	e2:SetLabelObject(e1)
  	c:RegisterEffect(e2)
  	--discard
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 1))
  	e3:SetCategory(CATEGORY_HANDES)
  	e3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e3:SetRange(LOCATION_SZONE)
  	e3:SetCountLimit(1)
  	e3:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e3:SetCondition(s.dccon)
  	e3:SetTarget(s.dctg)
  	e3:SetOperation(s.dcop)
  	e3:SetLabelObject(e1)
  	c:RegisterEffect(e3)
  end
  function s.clear(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	e:SetLabel(0)
  end
  function s.drcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() ~= tp and Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0) < 4
  end
  function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local ht = Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 4 - ht)
  end
  function s.drop(e, tp, eg, ep, ev, re, r, rp)
  	local ht = Duel.GetFieldGroupCount(tp, LOCATION_HAND, 0)
  	if ht < 4 then
  		Duel.Draw(tp, 4 - ht, REASON_EFFECT)
  		e:GetLabelObject():SetLabel(4 - ht)
  	else
  		e:GetLabelObject():SetLabel(0)
  	end
  end
  function s.dccon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp and e:GetLabelObject():GetLabel() ~= 0
  end
  function s.dctg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local de = e:GetLabelObject()
  	e:SetLabel(de:GetLabel())
  	de:SetLabel(0)
  	Duel.SetOperationInfo(0, CATEGORY_HANDES, nil, 0, tp, e:GetLabel())
  end
  function s.dcop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetFieldGroup(tp, LOCATION_HAND, 0)
  	local sg = g:RandomSelect(tp, e:GetLabel())
  	Duel.SendtoGrave(sg, REASON_EFFECT + REASON_DISCARD)
  end
  
  