local cm,m=GetID()
local list={120105008,120205032}
cm.name="大道使徒·神弓手"
function cm.initial_effect(c)
	RD.AddCodeList(c,list)
	--Fusion Material
	RD.AddFusionProcedure(c,list[1],cm.matfilter)
	--Fusion Summon
	local e1=RD.CreateFusionEffect(c,aux.FALSE,cm.spfilter,cm.exfilter,LOCATION_GRAVE,0,nil,RD.FusionToDeck,nil,nil,cm.limit)
	e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_FUSION_SUMMON)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCondition(cm.condition)
	c:RegisterEffect(e1)
end
--Fusion Material
cm.unspecified_funsion=true
function cm.matfilter(c)
	return c:IsFusionAttribute(ATTRIBUTE_DARK) and c:IsRace(RACE_SPELLCASTER)
end
--Fusion Summon
function cm.spfilter(c)
	return c:IsCode(list[2])
end
function cm.exfilter(c)
	return c:IsCanBeFusionMaterial() and c:IsAbleToDeck()
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsSummonType(SUMMON_TYPE_FUSION) and RD.IsSpecialSummonTurn(c)
end
function cm.limit(e,tp,eg,ep,ev,re,r,rp)
	if Duel.GetFlagEffect(tp,m)~=0 then return end
	RD.CreateRaceCannotAttackEffect(e,aux.Stringid(m,1),RACE_ALL-RACE_SPELLCASTER,tp,1,0,RESET_PHASE+PHASE_END)
	Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
end