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The card you are looking for is in the Pre-Pack Released with the code: 511002921
Here the code of the script. What you see. It is almost identical::
function c511002921.initial_effect(c)
--Activate
local e1=Effect.CreateEffect(c)
e1:SetCategory(CATEGORY_DRAW)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetHintTiming(0,TIMING_BATTLE_START+TIMING_DAMAGE_STEP)
e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
e1:SetCondition(c511002921.condition)
e1:SetTarget(c511002921.target)
e1:SetOperation(c511002921.activate)
c:RegisterEffect(e1)
end
function c511002921.condition(e,tp,eg,ep,ev,re,r,rp)
local ph=Duel.GetCurrentPhase()
return ph>=0x08 and ph<=0x20 and Duel.GetTurnPlayer()~=tp
end
function c511002921.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return true end
Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,1-tp,1)
end
function c511002921.activate(e,tp,eg,ep,ev,re,r,rp)
Duel.SkipPhase(1-tp,PHASE_BATTLE,RESET_PHASE+PHASE_BATTLE,1)
Duel.BreakEffect()
Duel.Draw(1-tp,1,REASON_EFFECT)
local e1=Effect.CreateEffect(e:GetHandler())
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_PHASE+PHASE_END)
e1:SetReset(RESET_PHASE+PHASE_END)
e1:SetCountLimit(1)
e1:SetOperation(c511002921.lpop)
Duel.RegisterEffect(e1,tp)
end
function c511002921.lpop(e,tp,eg,ep,ev,re,r,rp)
Duel.Hint(HINT_CARD,0,511002921)
Duel.SetLP(tp,0)
end