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Mana Reflection
( 6)
Enchantment
If you tap a permanent for mana, it produces twice as much of that mana instead.
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Mana Seism
( 2)
Sorcery
Sacrifice any number of lands, then add that much .
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Mana Severance
( 2)
Sorcery
Search your library for any number of land cards, exile them, then shuffle.
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Mana Short
( 3)
Instant
Tap all lands target player controls and that player loses all unspent mana.
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Mana Skimmer
( 4)
Creature — Leech
(2/2)
Flying Whenever this creature deals damage to a player, tap target land that player controls. That land doesn't untap during its controller's next untap step.
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Mana Tithe
( 1)
Instant
Counter target spell unless its controller pays .
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Mana Vapors
( 2)
Sorcery
Lands target player controls don't untap during their next untap step.
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Mana Vault
( 1)
Artifact
This artifact doesn't untap during your untap step. At the beginning of your upkeep, you may pay . If you do, untap this artifact. At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you. : Add .
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Mana Vortex
( 3)
Enchantment
When you cast this spell, counter it unless you sacrifice a land. At the beginning of each player's upkeep, that player sacrifices a land of their choice. When there are no lands on the battlefield, sacrifice this enchantment.
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Mana Web
( 3)
Artifact
Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that could produce any type of mana that land could produce.
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Manabarbs
( 4)
Enchantment
Whenever a player taps a land for mana, this enchantment deals 1 damage to that player.
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Manabond
( 1)
Enchantment
At the beginning of your end step, you may reveal your hand and put all land cards from it onto the battlefield. If you do, discard your hand.
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Mana-Charged Dragon
( 6)
Creature — Dragon
(5/5)
Flying, trample Join forces — Whenever this creature attacks or blocks, each player starting with you may pay any amount of mana. This creature gets +X/+0 until end of turn, where X is the total amount of mana paid this way.
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Manacles of Decay
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. : Enchanted creature gets -1/-1 until end of turn. : Enchanted creature can't block this turn.
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Manaforce Mace
( 4)
Artifact — Equipment
Domain — Equipped creature gets +1/+1 for each basic land type among lands you control. Equip
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Manaform Hellkite
( 4)
Creature — Dragon
(4/4)
Flying Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
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Managorger Hydra
( 3)
Creature — Hydra
(1/1)
Trample Whenever a player casts a spell, put a +1/+1 counter on this creature.
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Managorger Phoenix
( 2)
Creature — — Phoenix
(2/2)
Flying Managorger Phoenix can't block. Whenever you cast a spell, if Managorger Phoenix is in your graveyard, put a flame counter on Managorger Phoenix for each in that spell's mana cost. If Managorger Phoenix has five or more flame counters on it, return it to the battlefield and it perpetually gets +1/+1.
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Manakin
( 2)
Artifact Creature — Construct
(1/1)
: Add .
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Manalith
( 3)
Artifact
: Add one mana of any color.
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Manamorphose
( 2)
Instant
Add two mana in any combination of colors. Draw a card.
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Manaplasm
( 3)
Creature — Ooze
(1/1)
Whenever you cast a spell, this creature gets +X/+X until end of turn, where X is that spell's mana value.
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Manascape Refractor
( 3)
Artifact
This artifact enters tapped. This artifact has all activated abilities of all lands on the battlefield. You may spend mana as though it were mana of any color to pay the activation costs of this artifact's abilities.
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Manaweft Sliver
( 2)
Creature — Sliver
(1/1)
Sliver creatures you control have ": Add one mana of any color."
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Mandate of Abaddon
( 4)
Sorcery
Choose target creature you control. Destroy all creatures with power less than that creature's power.
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Mandate of Peace
( 2)
Instant
Cast this spell only during combat. Your opponents can't cast spells this turn. End the combat phase. (Remove all attackers and blockers from combat. Exile all spells and abilities from the stack, including this spell.)
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Mandible Justiciar
( 2)
Artifact Creature — Phyrexian Cleric
(2/1)
Lifelink Whenever another artifact you control enters, this creature gets +1/+1 until end of turn.
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Mandibular Kite
( 1)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 and has flying. Equip
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Mangara of Corondor
( 3)
Legendary Creature — Human Wizard
(1/1)
: Exile Mangara and target permanent.
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Mangara, the Diplomat
( 4)
Legendary Creature — Human Cleric
(2/4)
Lifelink Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card. Whenever an opponent casts their second spell each turn, draw a card.
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Mangara's Blessing
( 3)
Instant
You gain 5 life. When a spell or ability an opponent controls causes you to discard this card, you gain 2 life, and you return this card from your graveyard to your hand at the beginning of the next end step.
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Mangara's Equity
( 3)
Enchantment
As this enchantment enters, choose black or red. At the beginning of your upkeep, sacrifice this enchantment unless you pay . Whenever a creature of the chosen color deals damage to you or a white creature you control, this enchantment deals that much damage to that creature.
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Mangara's Tome
( 5)
Artifact
When this artifact enters, search your library for five cards, exile them in a face-down pile, and shuffle that pile. Then shuffle your library. : The next time you would draw a card this turn, instead put the top card of the exiled pile into its owner's hand.
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Manglehorn
( 3)
Creature — Beast
(2/2)
When this creature enters, you may destroy target artifact. Artifacts your opponents control enter tapped.
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Maniacal Rage
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and can't block.
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Manic Scribe
( 2)
Creature — Human Wizard
(0/3)
When this creature enters, each opponent mills three cards. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, that player mills three cards.
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Manic Vandal
( 3)
Creature — Human Warrior
(2/2)
When this creature enters, destroy target artifact.
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Manifest Dread
( 2)
Sorcery
Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Manifestation Sage
( 4)
Creature — Human Wizard
(2/2)
When this creature enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of cards in your hand.
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Manifold Insights
( 3)
Sorcery
Reveal the top ten cards of your library. Starting with the next opponent in turn order, each opponent chooses a different nonland card from among them. Put the chosen cards into your hand and the rest on the bottom of your library in a random order.
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Manifold Mouse
( 2)
Creature — Mouse Soldier
(1/2)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
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Manipulate Fate
( 2)
Sorcery
Search your library for three cards, exile them, then shuffle. Draw a card.
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Manor Gargoyle
( 5)
Artifact Creature — Gargoyle
(4/4)
Defender This creature has indestructible as long as it has defender. : Until end of turn, this creature loses defender and gains flying.
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Manor Gate
( 0)
Land — Gate
This land enters tapped. As this land enters, choose a color other than green. : Add or one mana of the chosen color.
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Manor Guardian
( 3)
Creature — — Demon
(4/3)
When Manor Guardian dies, each player seeks a nonland card with mana value 2 or less. (To seek a card, put one at random from your library into your hand.)
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Manor Skeleton
( 2)
Creature — Skeleton
(1/1)
Haste : Regenerate this creature.
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Man-o'-War
( 3)
Creature — Jellyfish
(2/2)
When this creature enters, return target creature to its owner's hand.
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Manriki-Gusari
( 2)
Artifact — Equipment
Equipped creature gets +1/+2 and has ": Destroy target Equipment." Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Manta Ray
( 3)
Creature — Fish
(3/3)
This creature can't attack unless defending player controls an Island. This creature can't be blocked except by blue creatures. When you control no Islands, sacrifice this creature.
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Manta Riders
( 1)
Creature — Merfolk
(1/1)
: This creature gains flying until end of turn.
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Manticore
( 4)
Creature — Manticore
(2/1)
Flash Flying Tail Spikes — When this creature enters, destroy target creature an opponent controls that was dealt damage this turn.
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Manticore Eternal
( 5)
Creature — Zombie Manticore
(5/4)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) This creature attacks each combat if able.
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Manticore of the Gauntlet
( 5)
Creature — Manticore
(5/4)
When this creature enters, put a -1/-1 counter on target creature you control. This creature deals 3 damage to target opponent or planeswalker.
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Mantis Engine
( 5)
Artifact Creature — Insect
(3/3)
: This creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) : This creature gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
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Mantle of Leadership
( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Whenever a creature enters, enchanted creature gets +2/+2 until end of turn.
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Mantle of the Ancients
( 5)
Enchantment — Aura
Enchant creature you control When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
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Mantle of the Wolf
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4. When this Aura is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
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Mantle of Tides
( 1)
Artifact — Equipment
Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach this Equipment to target creature you control. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Mantle of Webs
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has reach. (It can block creatures with flying.)
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Many Partings
( 1)
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
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Map the Frontier
( 4)
Sorcery
Search your library for up to two basic land cards and/or Desert cards, put them onto the battlefield tapped, then shuffle.
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Map the Wastes
( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Map to Lorthos's Temple (playtest)
( 1)
Enchantment — — Quest
Whenever you complete one of the following objectives, check it off. If all three are checked off, sacrifice Map to Lorthos's Temple. If you do, create a Lorthos, the Tidemaker token. □ Diving Gear — An artifact enters the battlefield under your control. □ Merfolk — A Merfolk enters the battlefield under your control. □ Ritual — You cast an instant or sorcery spell.
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Maraleaf Rider
( 2)
Creature — Elf Knight
(3/1)
Sacrifice a Food: Target creature blocks this creature this turn if able.
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Maralen of the Mornsong
( 3)
Legendary Creature — Elf Wizard
(2/3)
Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
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Marang River Prowler
( 3)
Creature — Human Rogue
(2/1)
This creature can't block and can't be blocked. You may cast this card from your graveyard as long as you control a black or green permanent.
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Marath, Will of the Wild
( 3)
Legendary Creature — Elemental Beast
(0/0)
Marath enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. , Remove X +1/+1 counters from Marath: Choose one — • Put X +1/+1 counters on target creature. X can't be 0. • Marath deals X damage to any target. X can't be 0. • Create an X/X green Elemental creature token. X can't be 0.
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Marauder's Axe
( 2)
Artifact — Equipment
Equipped creature gets +2/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Marauding Boneslasher
( 3)
Creature — Zombie Minotaur
(3/3)
This creature can't block unless you control another Zombie.
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Marauding Dreadship
( 3)
Artifact — Vehicle
(4/1)
Haste When this Vehicle enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this token." It transforms into a 0/0 Phyrexian artifact creature.) Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Marauding Knight
( 4)
Creature — Phyrexian Zombie Knight
(2/2)
Protection from white This creature gets +1/+1 for each Plains your opponents control.
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Marauding Looter
( 4)
Creature — Human Pirate
(4/3)
Raid — At the beginning of your end step, if you attacked this turn, you may draw a card. If you do, discard a card.
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Marauding Mako
( 1)
Creature — Shark Pirate
(1/1)
Whenever you discard one or more cards, put that many +1/+1 counters on this creature. Cycling (, Discard this card: Draw a card.)
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Marauding Maulhorn
( 4)
Creature — Beast
(5/3)
This creature attacks each combat if able unless you control a creature named Advocate of the Beast.
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Marauding Raptor
( 2)
Creature — Dinosaur
(2/3)
Creature spells you cast cost less to cast. Whenever another creature you control enters, this creature deals 2 damage to it. If a Dinosaur is dealt damage this way, this creature gets +2/+0 until end of turn.
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Marauding Sphinx
( 5)
Creature — Sphinx Rogue
(3/5)
Flying, vigilance, ward Whenever you commit a crime, surveil 2. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Maraxus of Keld
( 6)
Legendary Creature — Human Warrior
(*/*)
Maraxus's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.
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Marble Gargoyle
( 3)
Artifact Creature — Gargoyle
(2/2)
Flying : This creature gets +0/+1 until end of turn.
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Marble Priest
( 5)
Artifact Creature — Cleric
(3/3)
All Walls able to block this creature do so. Prevent all combat damage that would be dealt to this creature by Walls.
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Marble Titan
( 4)
Creature — Giant
(3/3)
Creatures with power 3 or greater don't untap during their controllers' untap steps.
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March from the Black Gate
( 2)
Enchantment
When this enchantment enters and whenever an Army you control attacks, amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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March from the Tomb
( 5)
Sorcery
Return any number of target Ally creature cards with total mana value 8 or less from your graveyard to the battlefield.
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March from Velis Vel
( 3)
Sorcery
Choose a nonbasic land type. Each land you control of that type becomes a copy of target creature you control until end of turn and gains haste until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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March of Burgeoning Life
( 1)
Instant
As an additional cost to cast this spell, you may exile any number of green cards from your hand. This spell costs less to cast for each card exiled this way. Choose target creature with mana value less than X. Search your library for a creature card with the same name as that creature, put it onto the battlefield tapped, then shuffle.
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March of Otherworldly Light
( 1)
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs less to cast for each card exiled this way. Exile target artifact, creature, or enchantment with mana value X or less.
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March of Progress
( 3)
Sorcery
Choose target artifact creature you control. For each creature chosen this way, create a token that's a copy of it. Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
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March of Reckless Joy
( 1)
Instant
As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs less to cast for each card exiled this way. Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.
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