name: A-to-Z
card_text: When your opponent activates a card or effect: Draw cards equal to the number of Level 8 or higher LIGHT Machine Fusion Monsters you control. During your Standby Phase: You can banish this card from your GY; shuffle up to 6 of your banished LIGHT Machine monsters into the Deck, including a Union monster. You can only use each effect of "A-to-Z Energy Load" once per turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_DRAW)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetCode(EVENT_CHAINING)
  	e1:SetCountLimit(1, id)
  	e1:SetCondition(s.drcon)
  	e1:SetTarget(s.drtg)
  	e1:SetOperation(s.drop)
  	c:RegisterEffect(e1)
  	--
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e2:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e2:SetRange(LOCATION_GRAVE)
  	e2:SetCountLimit(1, id + o)
  	e2:SetCondition(s.tdcon)
  	e2:SetCost(aux.bfgcost)
  	e2:SetTarget(s.tdtg)
  	e2:SetOperation(s.tdop)
  	c:RegisterEffect(e2)
  end
  s.has_text_type = TYPE_UNION
  function s.drcon(e, tp, eg, ep, ev, re, r, rp)
  	return rp == 1 - tp
  end
  function s.filter(c)
  	return c:IsFaceup() and c:IsLevelAbove(8) and c:IsType(TYPE_FUSION) and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE)
  end
  function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	local ct = Duel.GetMatchingGroupCount(s.filter, tp, LOCATION_MZONE, 0, nil)
  	if chk == 0 then
  		return ct > 0 and Duel.IsPlayerCanDraw(tp, ct)
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(ct)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, ct)
  end
  function s.drop(e, tp, eg, ep, ev, re, r, rp)
  	local p = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER)
  	local ct = Duel.GetMatchingGroupCount(s.filter, tp, LOCATION_MZONE, 0, nil)
  	Duel.Draw(p, ct, REASON_EFFECT)
  end
  function s.tdcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp
  end
  function s.tdfilter(c)
  	return c:IsFaceupEx() and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE) and c:IsAbleToDeck()
  end
  function s.tdtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_REMOVED, 0, 1, nil)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_TODECK, nil, 1, tp, LOCATION_REMOVED)
  end
  function s.cfilter(c)
  	return c:IsType(TYPE_UNION) and c:IsFaceupEx() and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE) and c:IsAbleToDeck()
  end
  function s.gcheck(g, tp)
  	return g:IsExists(s.cfilter, 1, nil)
  end
  function s.tdop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetMatchingGroup(s.tdfilter, tp, LOCATION_REMOVED, 0, nil)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TODECK)
  	local sg = g:SelectSubGroup(tp, s.gcheck, true, 1, 6, tp)
  	if sg then
  		Duel.HintSelection(sg)
  		Duel.SendtoDeck(sg, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
  	end
  end
  
  
source_text: A-to-Z
  When your opponent activates a card or effect: Draw cards equal to the number of Level 8 or higher LIGHT Machine Fusion Monsters you control. During your Standby Phase: You can banish this card from your GY; shuffle up to 6 of your banished LIGHT Machine monsters into the Deck, including a Union monster. You can only use each effect of "A-to-Z Energy Load" once per turn.
target_text: -- A-to-Z
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_DRAW)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetCode(EVENT_CHAINING)
  	e1:SetCountLimit(1, id)
  	e1:SetCondition(s.drcon)
  	e1:SetTarget(s.drtg)
  	e1:SetOperation(s.drop)
  	c:RegisterEffect(e1)
  	--
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e2:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e2:SetRange(LOCATION_GRAVE)
  	e2:SetCountLimit(1, id + o)
  	e2:SetCondition(s.tdcon)
  	e2:SetCost(aux.bfgcost)
  	e2:SetTarget(s.tdtg)
  	e2:SetOperation(s.tdop)
  	c:RegisterEffect(e2)
  end
  s.has_text_type = TYPE_UNION
  function s.drcon(e, tp, eg, ep, ev, re, r, rp)
  	return rp == 1 - tp
  end
  function s.filter(c)
  	return c:IsFaceup() and c:IsLevelAbove(8) and c:IsType(TYPE_FUSION) and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE)
  end
  function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	local ct = Duel.GetMatchingGroupCount(s.filter, tp, LOCATION_MZONE, 0, nil)
  	if chk == 0 then
  		return ct > 0 and Duel.IsPlayerCanDraw(tp, ct)
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(ct)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, ct)
  end
  function s.drop(e, tp, eg, ep, ev, re, r, rp)
  	local p = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER)
  	local ct = Duel.GetMatchingGroupCount(s.filter, tp, LOCATION_MZONE, 0, nil)
  	Duel.Draw(p, ct, REASON_EFFECT)
  end
  function s.tdcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp
  end
  function s.tdfilter(c)
  	return c:IsFaceupEx() and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE) and c:IsAbleToDeck()
  end
  function s.tdtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_REMOVED, 0, 1, nil)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_TODECK, nil, 1, tp, LOCATION_REMOVED)
  end
  function s.cfilter(c)
  	return c:IsType(TYPE_UNION) and c:IsFaceupEx() and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE) and c:IsAbleToDeck()
  end
  function s.gcheck(g, tp)
  	return g:IsExists(s.cfilter, 1, nil)
  end
  function s.tdop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetMatchingGroup(s.tdfilter, tp, LOCATION_REMOVED, 0, nil)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TODECK)
  	local sg = g:SelectSubGroup(tp, s.gcheck, true, 1, 6, tp)
  	if sg then
  		Duel.HintSelection(sg)
  		Duel.SendtoDeck(sg, nil, SEQ_DECKSHUFFLE, REASON_EFFECT)
  	end
  end
  
  