honestly, no need to make it not a trap, but that's still cool. the summon effect is good, so it can double wall, but as far as how it activates, you can afford to make the conditions slightly less... cramped. waiting for an attack, on a trap monster, is just about asking to be pummeled into the ground during your wait. i'd say you're better off making it trigger when a "Crystal-eyes" monster is destroyed by battle or by an opponents' card effect. still somewhat restrictive conditions, but this way you have a lot more room to use it. purely optional change though.
well, remove the "then" and make it a counter trap, and you'll be good. the only other thing i'd say might be good t change would be switching from "when this card is sent to the GY, you can send the top card of your Deck to the GY, shuffle this card into your Deck." to "If this card is sent to the GY, you can send the top card of your Deck to the GY, shuffle this card into your Deck." that way you can't miss timing. also, in either case, probably best to give that kind of effect a hard OPT, since milling for days is something that we don't need too much more of in this game.
it feels like the wording is off, but that's not my best area regarding pendulums, so that's fine with me, but instead of making the pop generic, you should restrict that to "Crystal-Eyes" monsters, or, if you want to keep it generic, then switch from "Once per turn, during your Main Phase, you can destroy 1 card In your Pendulum Zone, then draw 1 card." to "Once per turn, during your Main Phase, you can destroy 1 card In your Pendulum Zone, then, if that card was a "Crystal-Eyes monster" draw 1 card." also, another card that will need a hard OPT on the effect, otherwise you can drop 3 of these, and draw 3 a turn from this alone, and then gain whatever floating effects your popped cards might have on top of that. that's just too much plus for pendulum, even with the link rules.
...have you ever heard of lightsworns? the way your card is now, LS would hit T0 immediately after activation (taking it out of the vaccum for context, but hopefully you get the point). trap or no, that's just too much power in the design. if you want to keep it, both restrict it to "Crystal-Eyes" monsters, and make it only work on one monster sent per mill. depending on the level of restriction, probably also remove the extra search, it's good enough with just the first effect, the second is just overkill.
alright, i'll hit the ED monsters next, and bundle the overall opinion with that post. see you soon!