--The Brick of Destiny --Commissioned by: Leon Duvall --Scripted by: Remnance local cid,id=GetID() function cid.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetCategory(CATEGORY_TODECK+CATEGORY_TOHAND) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCountLimit(1,id+EFFECT_COUNT_CODE_OATH) e1:SetTarget(cid.target) e1:SetOperation(cid.activate) c:RegisterEffect(e1) end --Activate function cid.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetFieldGroupCount(tp,0,LOCATION_HAND)>0 and e:GetHandler():IsAbleToHand(1-tp) end Duel.SetOperationInfo(0,CATEGORY_TODECK,nil,1,1-tp,LOCATION_HAND) Duel.SetOperationInfo(0,CATEGORY_TOHAND,e:GetHandler(),1,0,0) end function cid.activate(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local g=Duel.GetFieldGroup(tp,0,LOCATION_HAND) local sg=g:Select(1-tp,1,1,nil) Duel.SendtoDeck(sg,nil,2,REASON_EFFECT) if c:IsRelateToEffect(e) and c:IsCanTurnSet() and e:IsHasType(EFFECT_TYPE_ACTIVATE) then Duel.BreakEffect() c:CancelToGrave() Duel.SendtoHand(c,1-tp,REASON_EFFECT) Duel.RaiseEvent(c,EVENT_TO_HAND,e,REASON_EFFECT,tp,tp,0) end end