--Annihilating Light
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	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(s.desop)
	Duel.RegisterEffect(e1,tp)
end
function s.desop(e,tp,eg,ep,ev,re,r,rp)
	Duel.Hint(HINT_CARD,0,id)
	local sg=Duel.GetMatchingGroup(Card.IsDestructable,tp,LOCATION_MZONE,LOCATION_MZONE,nil)
	Duel.Destroy(sg,REASON_EFFECT)
end