name: Gold
card_text: Banish 1 card from your Deck, face-up. During your 2nd Standby Phase after this card's activation, add that card to the hand.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_REMOVE)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(Card.IsAbleToRemove, tp, LOCATION_DECK, 0, 1, nil)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_REMOVE, nil, 1, tp, LOCATION_DECK)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_REMOVE)
  	local rc = Duel.SelectMatchingCard(tp, Card.IsAbleToRemove, tp, LOCATION_DECK, 0, 1, 1, nil):GetFirst()
  	local fid = c:GetFieldID()
  	if rc and Duel.Remove(rc, POS_FACEUP, REASON_EFFECT) > 0 and e:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		rc:RegisterFlagEffect(id, RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_STANDBY + RESET_SELF_TURN, 0, 2, fid)
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  		e1:SetCode(EVENT_PHASE + PHASE_STANDBY)
  		e1:SetCountLimit(1)
  		e1:SetReset(RESET_PHASE + PHASE_STANDBY + RESET_SELF_TURN, 2)
  		e1:SetLabel(fid, 0)
  		e1:SetLabelObject(rc)
  		e1:SetCondition(s.thcon)
  		e1:SetOperation(s.thop)
  		Duel.RegisterEffect(e1, tp)
  	end
  end
  function s.thcon(e, tp, eg, ep, ev, re, r, rp)
  	local fid = e:GetLabel()
  	local tc = e:GetLabelObject()
  	return Duel.GetTurnPlayer() == tp and tc:GetFlagEffectLabel(id) == fid
  end
  function s.thop(e, tp, eg, ep, ev, re, r, rp)
  	local fid, ct = e:GetLabel()
  	local tc = e:GetLabelObject()
  	ct = ct + 1
  	e:GetHandler():SetTurnCounter(ct)
  	e:SetLabel(fid, ct)
  	if ct ~= 2 then
  		return
  	end
  	if tc:GetFlagEffectLabel(id) == fid then
  		Duel.SendtoHand(tc, nil, REASON_EFFECT)
  		Duel.ConfirmCards(1 - tp, tc)
  	end
  end
  
  
source_text: Gold
  Banish 1 card from your Deck, face-up. During your 2nd Standby Phase after this card's activation, add that card to the hand.
target_text: -- Gold
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_REMOVE)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(Card.IsAbleToRemove, tp, LOCATION_DECK, 0, 1, nil)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_REMOVE, nil, 1, tp, LOCATION_DECK)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_REMOVE)
  	local rc = Duel.SelectMatchingCard(tp, Card.IsAbleToRemove, tp, LOCATION_DECK, 0, 1, 1, nil):GetFirst()
  	local fid = c:GetFieldID()
  	if rc and Duel.Remove(rc, POS_FACEUP, REASON_EFFECT) > 0 and e:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		rc:RegisterFlagEffect(id, RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_STANDBY + RESET_SELF_TURN, 0, 2, fid)
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  		e1:SetCode(EVENT_PHASE + PHASE_STANDBY)
  		e1:SetCountLimit(1)
  		e1:SetReset(RESET_PHASE + PHASE_STANDBY + RESET_SELF_TURN, 2)
  		e1:SetLabel(fid, 0)
  		e1:SetLabelObject(rc)
  		e1:SetCondition(s.thcon)
  		e1:SetOperation(s.thop)
  		Duel.RegisterEffect(e1, tp)
  	end
  end
  function s.thcon(e, tp, eg, ep, ev, re, r, rp)
  	local fid = e:GetLabel()
  	local tc = e:GetLabelObject()
  	return Duel.GetTurnPlayer() == tp and tc:GetFlagEffectLabel(id) == fid
  end
  function s.thop(e, tp, eg, ep, ev, re, r, rp)
  	local fid, ct = e:GetLabel()
  	local tc = e:GetLabelObject()
  	ct = ct + 1
  	e:GetHandler():SetTurnCounter(ct)
  	e:SetLabel(fid, ct)
  	if ct ~= 2 then
  		return
  	end
  	if tc:GetFlagEffectLabel(id) == fid then
  		Duel.SendtoHand(tc, nil, REASON_EFFECT)
  		Duel.ConfirmCards(1 - tp, tc)
  	end
  end
  
  