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Psionic Spells—When Aberrant Mind Sorcerer enters the battlefield, choose target instant or sorcery card in your graveyard, then roll a d20.
1-9 | You may put that card on top of your library.
10-19 | Return that card to your hand.
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When Acererak the Archlich enters the battlefield, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.
Whenever Acererak the Archlich attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature.
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When Acererak the Archlich enters the battlefield, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.
Whenever Acererak the Archlich attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature.
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Flying, lifelink, haste
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Flying, lifelink, haste
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Flying
Whirlwind—When Air-Cult Elemental enters the battlefield, return up to one other target creature to its owner's hand.
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Flying
When Arborea Pegasus enters the battlefield, target creature gets +1/+1 and gains flying until end of turn.
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Flying
When Arborea Pegasus enters the battlefield, target creature gets +1/+1 and gains flying until end of turn.
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Search the Room—: Roll a d20.
1-9 | Draw a card.
10-20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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As long as Armory Veteran is equipped, it has menace.
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Binding Contract—If you would draw a card, exile the top card of your library face down instead.
: Draw seven cards.
: Return all cards exiled with Asmodeus the Archfiend to their owner's hand and you lose that much life.
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Binding Contract—If you would draw a card, exile the top card of your library face down instead.
: Draw seven cards.
: Return all cards exiled with Asmodeus the Archfiend to their owner's hand and you lose that much life.
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Whenever you discard a card, exile that card from your graveyard.
, : Draw a card, then discard a card.
, , Sacrifice Bag of Holding: Return all cards exiled with Bag of Holding to their owner’s hand.
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When Baleful Beholder enters the battlefield, choose one —
• Antimagic Cone — Each opponent sacrifices an enchantment.
• Fear Ray — Creatures you control gain menace until end of turn.
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When Baleful Beholder enters the battlefield, choose one —
• Antimagic Cone — Each opponent sacrifices an enchantment.
• Fear Ray — Creatures you control gain menace until end of turn.
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Counter target creature or planeswalker spell. Venture into the dungeon.
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If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: LEVEL 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: LEVEL 3
Creatures you control have haste.
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Legendary creatures you control enter the battlefield with an additional +1/+1 counter on them.
: LEVEL 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: LEVEL 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
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When Barrowin of Clan Undurr enters the battlefield, venture into the dungeon.
Whenever Barrowin of Clan Undurr attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
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When Barrowin of Clan Undurr enters the battlefield, venture into the dungeon.
Whenever Barrowin of Clan Undurr attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
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: Goblins you control get +1/+0 and gain haste until end of turn.
Pack tactics—Whenever Battle Cry Goblin attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
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Flying
Acid Breath—When Black Dragon enters the battlefield, target creature an opponent controls gets -3/-3 until end of turn.
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Flying
Acid Breath—When Black Dragon enters the battlefield, target creature an opponent controls gets -3/-3 until end of turn.
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Flying
Lightning Breath—When Blue Dragon enters the battlefield, until your next turn, target creature an opponent controls gets -3/-0, up to one other creature gets -2/-0, and up to one other target creature gets -1/-0 until end of turn.
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Flying
Lightning Breath—When Blue Dragon enters the battlefield, until your next turn, target creature an opponent controls gets -3/-0, up to one other creature gets -2/-0, and up to one other target creature gets -1/-0 until end of turn.
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Equipped creature gets +1/+0 and has haste.
Equip
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Whenever you roll one or more dice, Brazen Dwarf deals 1 damage to each opponent.
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Each creature you control gets +2/+0 for each Equipment attached to it.
You may pay rather than pay the equip cost of the first equip ability you activate each turn.
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Each creature you control gets +2/+0 for each Equipment attached to it.
You may pay rather than pay the equip cost of the first equip ability you activate each turn.
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Target creature gets +2/+2 and gains trample until end of turn. Untap it.
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Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.
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If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.
: Add .
: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.
: Add .
: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
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Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
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Wild Magic Surge—Whenever Chaos Channeler attacks, roll a d20.
1-9 | Exile the top card of your library. You may play it this turn.
10-19 | Exile the top two cards of your library. You may play them this turn.
20 | Exile the top three cards of your library. You may play them this turn.
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Enchant creature
When Charmed Sleep enters the battlefield, tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
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Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
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Choose one —
• Two-Weapon Fighting—Double target creature's power and toughness until end of turn.
• Archery—This spell deals 5 damage to target creature with flying.
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: Add for each creature you control.
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: Add for each creature you control.
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Bear Form—As long as it's your turn, Circle of the Moon Druid is a Bear with base power and toughness 2/4.
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When Clattering Skeletons dies, venture into the dungeon.
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When Clattering Skeletons dies, venture into the dungeon.
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If you would gain life, you gain that much life plus 1 instead.
: LEVEL 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: LEVEL 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to its toughness.
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Mage Hand—: Untap target permanent not named Clever Conjurer. Activate only as a sorcery.
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When Cloister Gargoyle enters the battlefield, venture into the dungeon.
As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
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When Cloister Gargoyle enters the battlefield, venture into the dungeon.
As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
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Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
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Roll a d20.
1-9 | Draw two cards.
10-19 | Scry 2, then draw two cards.
20 | Scry 3, then draw three cards.
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Target creature gains double strike until end of turn.
When you roll a natural 20, return Critical Hit from your graveyard to your hand.
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Equipped creature gets +2/+1.
When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment.
Equip
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Equipped creature gets +2/+1.
When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment.
Equip
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When Dawnbringer Cleric enters the battlefield, choose one —
• Cure Wounds—You gain 2 life.
• Dispel Magic—Destroy target enchantment.
• Gentle Repose—Exile target card from a graveyard.
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As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token.
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Skeletons, Vampires, and Zombies you control get +1/+1.
At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 1/1 black Skeleton creature token.
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Whenever Delina, Wild Mage attacks, choose target creature you control, then roll a d20.
1-14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "Exile this creature at end of combat."
15-20 | Create one of those tokens. You may roll again.
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Whenever Delina, Wild Mage attacks, choose target creature you control, then roll a d20.
1-14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "Exile this creature at end of combat."
15-20 | Create one of those tokens. You may roll again.
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Equipped creature gets +1/+1.
Whenever equipped creature attacks, venture into the dungeon.
Equip
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This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
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This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
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Target opponent discards two cards, mills two cards, and loses 2 life.
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If you control two or more other lands, Den of the Bugbear enters the battlefield tapped.
: Add .
: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
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If you control two or more other lands, Den of the Bugbear enters the battlefield tapped.
: Add .
: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
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Beacon of Hope—When Devoted Paladin enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
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Target opponent discards a card. If mana from a Treasure was spent to cast this spell, instead that player reveals their hand, you choose a nonland card from it, then that player discards that card.
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: Dire Wolf Prowler gets +2/+2 and gains haste until end of turn. Activate only once each turn.
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: Dire Wolf Prowler gets +2/+2 and gains haste until end of turn. Activate only once each turn.
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When Displacer Beast enters the battlefield, venture into the dungeon.
Displacement—: Return Displacer Beast to its owner's hand.
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When Displacer Beast enters the battlefield, venture into the dungeon.
Displacement—: Return Displacer Beast to its owner's hand.
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Target creature or planeswalker an opponent controls phases out. If that permanent is black, exile it instead.
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Flying
When Djinni Windseer enters the battlefield, roll a d20.
1-9 | Scry 1.
10-19 | Scry 2.
20 | Scry 3.
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Flying
When Djinni Windseer enters the battlefield, roll a d20.
1-9 | Scry 1.
10-19 | Scry 2.
20 | Scry 3.
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Flash
Drag Below—When Dragon Turtle enters the battlefield, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
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Flash
Drag Below—When Dragon Turtle enters the battlefield, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
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As Dragon's Disciple enters the battlefield, you may reveal a Dragon card from your hand. If you do or if you control a Dragon, Dragon's Disciple enters the battlefield with a +1/+1 counter on it.
Dragons you control have ward .
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As an additional cost to cast this spell, you may reveal a Dragon card from your hand or choose a Dragon you control.
Dragon's Fire deals 3 damage to target creature or planeswalker. If you revealed a Dragon card or chose a Dragon as you cast this spell, Dragon's Fire deals damage equal to the power of that card or creature instead.
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Double strike
When Drizzt Do'Urden enters the battlefield, create Guenwyvar, a legendary 4/1 green Cat creature token with trample.
Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
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Double strike
When Drizzt Do'Urden enters the battlefield, create Guenwyvar, a legendary 4/1 green Cat creature token with trample.
Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
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Whenever a land enters the battlefield under your control, you gain 1 life.
: LEVEL 2
You may play an additional land on each of your turns.
: LEVEL 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
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Flash
When Dueling Rapier enters the battlefield, attach it to target creature you control.
Equipped creature gets +2/+0.
Equip
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Dungeon Crawler enters the battlefield tapped.
Whenever you complete a dungeon, you may return Dungeon Crawler from your graveyard to your hand.
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Dungeon Descent enters the battlefield tapped.
: Add .
, , Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery.
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Dungeon Descent enters the battlefield tapped.
: Add .
, , Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery.
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: Add .
, : Venture into the dungeon. Activate only as a sorcery.
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LVL 1: Yawning Portal — You gain 1 life.
LVL 2: Dungeon Level — Scry 1.
LVL 3: Choose one —
• Goblin Bazaar — Create a treasure token.
• Twisted Caverns — Target creature can't attack until your next turn.
LVL 4: Lost Level — Scry 2.
LVL 5: Choose one —
• Runestone Caverns — Exile the top two cards of your library. You may play them.
• Muiral's Graveyard — Create two 1/1 black Skeleton creature tokens.
LVL 6: Deep Mines — Scry 3.
LVL 7: Mad Wizard's Lair — Draw three cards and reveal them. You may cast one of them without paying its mana cost.
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As long as Dwarfhold Champion is equipped, it gets +0/+2.
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Siege Monster—When Earth-Cult Elemental enters the battlefield, roll a d20.
1-9 | Each player sacrifices a permanent.
10-19 | Each opponent sacrifices a permanent.
20 | Each opponent sacrifices two permanents.
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Flash
Flying
Ebondeath, Dracolich enters the battlefield tapped.
You may cast Ebondeath, Dracolich from your graveyard if a creature not named Ebondeath, Dracolich died this turn.
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Flash
Flying
Ebondeath, Dracolich enters the battlefield tapped.
You may cast Ebondeath, Dracolich from your graveyard if a creature not named Ebondeath, Dracolich died this turn.
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Flying
When Eccentric Apprentice enters the battlefield, venture into the dungeon.
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
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+1: Venture into the dungeon.
-2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
-7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
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+1: Venture into the dungeon.
-2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
-7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
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Reach
When Eltugard Ranger enters the battlefield, create a 2/2 green Wolf creature token.
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