name: Iron
card_text: If you control exactly 2 Machine Effect Monsters and no other monsters: Draw 2 cards. For the rest of this turn after this card resolves, you can only Special Summon once. You can only activate 1 "Iron Draw" per turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	Duel.EnableGlobalFlag(GLOBALFLAG_SPSUMMON_COUNT)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_DRAW)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.filter(c)
  	return c:IsFaceup() and c:IsType(TYPE_EFFECT) and c:IsRace(RACE_MACHINE)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetMatchingGroup(nil, tp, LOCATION_MZONE, 0, nil)
  	return g:GetCount() == 2 and g:FilterCount(s.filter, nil) == 2
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsPlayerCanDraw(tp, 2)
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(2)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 2)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Draw(p, d, REASON_EFFECT)
  	if not e:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		return
  	end
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_SPSUMMON_COUNT_LIMIT)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetTargetRange(1, 0)
  	e1:SetValue(1)
  	e1:SetReset(RESET_PHASE + PHASE_END)
  	Duel.RegisterEffect(e1, tp)
  end
  
  
source_text: Iron
  If you control exactly 2 Machine Effect Monsters and no other monsters: Draw 2 cards. For the rest of this turn after this card resolves, you can only Special Summon once. You can only activate 1 "Iron Draw" per turn.
target_text: -- Iron
  local s, id, o = GetID()
  function s.initial_effect(c)
  	Duel.EnableGlobalFlag(GLOBALFLAG_SPSUMMON_COUNT)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_DRAW)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.filter(c)
  	return c:IsFaceup() and c:IsType(TYPE_EFFECT) and c:IsRace(RACE_MACHINE)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetMatchingGroup(nil, tp, LOCATION_MZONE, 0, nil)
  	return g:GetCount() == 2 and g:FilterCount(s.filter, nil) == 2
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsPlayerCanDraw(tp, 2)
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(2)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 2)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Draw(p, d, REASON_EFFECT)
  	if not e:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		return
  	end
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_SPSUMMON_COUNT_LIMIT)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetTargetRange(1, 0)
  	e1:SetValue(1)
  	e1:SetReset(RESET_PHASE + PHASE_END)
  	Duel.RegisterEffect(e1, tp)
  end
  
  