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Runewing
( 4)
Creature — Bird
(2/2)
Flying When Runewing dies, draw a card.
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Runic Armasaur
( 3)
Creature — Dinosaur
(2/5)
Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.
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Runic Repetition
( 3)
Sorcery
Return target exiled card with flashback you own to your hand.
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Runic Shot
( 1)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Destroy target tapped creature. If this spell was kicked, scry 2.
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Runner's Bane
( 2)
Enchantment — Aura
Enchant creature with power 3 or less When Runner's Bane enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Runo Stromkirk
( 3)
Legendary Creature — Vampire Cleric
(1/4)
Flying When Runo Stromkirk enters, put up to one target creature card from your graveyard on top of your library. At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If a creature card with mana value 6 or greater is revealed this way, transform Runo Stromkirk.
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Rupture
( 3)
Sorcery
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.
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Rupture Spire
( 0)
Land
Rupture Spire enters tapped. When Rupture Spire enters, sacrifice it unless you pay . : Add one mana of any color.
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Rural Recruit
( 4)
Creature — Human Peasant
(1/1)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) When Rural Recruit enters, create a 3/1 green Boar creature token.
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Ruric Thar, the Unbowed
( 6)
Legendary Creature — Ogre Warrior
(6/6)
Vigilance, reach Ruric Thar, the Unbowed attacks each combat if able. Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
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Rush of Adrenaline
( 1)
Instant
Target creature gets +2/+1 and gains trample until end of turn.
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Rush of Battle
( 4)
Sorcery
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
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Rush of Blood
( 3)
Instant
Target creature gets +X/+0 until end of turn, where X is its power.
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Rush of Dread
( 3)
Sorcery
Spree (Choose one or more additional costs.) + — Target opponent sacrifices half the creatures they control of their choice, rounded up. + — Target opponent discards half the cards in their hand, rounded up. + — Target opponent loses half their life, rounded up.
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Rush of Knowledge
( 5)
Sorcery
Draw cards equal to the highest mana value among permanents you control.
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Rush of Vitality
( 2)
Instant
Target creature gets +1/+0 and gains lifelink and indestructible until end of turn. (Damage dealt by that creature also causes its controller to gain that much life, and it can't be destroyed by damage or effects that say "destroy.")
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Rush the Room
( 1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. If it's a Goblin or Orc, it also gains haste until end of turn.
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Rushed Rebirth
( 2)
Instant
Choose target creature. When that creature dies this turn, search your library for a creature card with lesser mana value, put it onto the battlefield tapped, then shuffle.
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Rushing River
( 3)
Instant
Kicker—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, return another target nonland permanent to its owner's hand.
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Rushing-Tide Zubera
( 4)
Creature — Zubera Spirit
(3/3)
When Rushing-Tide Zubera dies, if 4 or more damage was dealt to it this turn, draw three cards.
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Rushwood Dryad
( 2)
Creature — Dryad
(2/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Rushwood Elemental
( 5)
Creature — Elemental
(4/4)
Trample At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental.
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Rushwood Grove
( 0)
Land
Rushwood Grove enters tapped. : Put a storage counter on Rushwood Grove. , Remove any number of storage counters from Rushwood Grove: Add for each storage counter removed this way.
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Rushwood Herbalist
( 3)
Creature — Human Spellshaper
(2/2)
, , Discard a card: Regenerate target creature.
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Rushwood Legate
( 3)
Creature — Dryad
(2/1)
If an opponent controls an Island and you control a Forest, you may cast this spell without paying its mana cost.
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Rusko, Clockmaker
( 4)
Legendary Creature — — Human Artificer
(3/3)
When Rusko, Clockmaker enters the battlefield, conjure a card named Midnight Clock onto the battlefield. Whenever you cast a noncreature spell, put an hour counter on each permanent you control named Midnight Clock. Each opponent loses 1 life and you gain 1 life.
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Rust
( 1)
Instant
Counter target activated ability from an artifact source. (Mana abilities can't be targeted.)
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Rust Elemental
( 4)
Artifact Creature — Elemental
(4/4)
Flying At the beginning of your upkeep, sacrifice an artifact other than Rust Elemental. If you can't, tap Rust Elemental and you lose 4 life.
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Rust Goliath
( 10)
Artifact Creature — Construct
(10/10)
Reach, trample //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/5
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Rust Monster
( 3)
Creature — Beast
(2/1)
First strike Sacrifice an artifact: Rust Monster gets +2/+0 until end of turn.
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Rust Scarab
( 5)
Creature — Insect
(4/5)
Whenever Rust Scarab becomes blocked, you may destroy target artifact or enchantment defending player controls.
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Rust Tick
( 3)
Artifact Creature — Insect
(1/3)
You may choose not to untap Rust Tick during your untap step. , : Tap target artifact. It doesn't untap during its controller's untap step for as long as Rust Tick remains tapped.
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Rusted Relic
( 4)
Artifact
Metalcraft — Rusted Relic is a 5/5 Golem artifact creature as long as you control three or more artifacts.
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Rusted Sentinel
( 4)
Artifact Creature — Golem
(3/4)
Rusted Sentinel enters tapped.
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Rusted Slasher
( 4)
Artifact Creature — Phyrexian Horror
(4/1)
Sacrifice an artifact: Regenerate Rusted Slasher.
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Rusting Golem
( 4)
Artifact Creature — Golem
(*/*)
Fading 5 <I>(This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I> Rusting Golem's power and toughness are each equal to the number of fade counters on it.
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Rustler Rampage
( 1)
Instant
Spree (Choose one or more additional costs.) + — Untap all creatures target player controls. + — Target creature gains double strike until end of turn.
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Rustmouth Ogre
( 6)
Creature — Ogre
(5/4)
Whenever Rustmouth Ogre deals combat damage to a player, you may destroy target artifact that player controls.
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Rustrazor Butcher
( 2)
Creature — Goblin Warrior
(1/2)
First strike Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Rust-Shield Rampager
( 4)
Creature — Raccoon Warrior
(4/4)
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.) This creature can't be blocked by creatures with power 2 or less.
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Rustspore Ram
( 4)
Artifact Creature — Sheep
(1/3)
When Rustspore Ram enters, destroy target Equipment.
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Rustvale Bridge
( 0)
Artifact Land
Rustvale Bridge enters tapped. Indestructible : Add or .
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Rustvine Cultivator
( 1)
Creature — Phyrexian Elf Druid
(1/2)
: Put an oil counter on Rustvine Cultivator. , Remove an oil counter from Rustvine Cultivator: Untap target land.
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Ruthless Cullblade
( 2)
Creature — Vampire Warrior
(2/1)
Ruthless Cullblade gets +2/+1 as long as an opponent has 10 or less life.
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Ruthless Deathfang
( 6)
Creature — Dragon
(4/4)
Flying Whenever you sacrifice a creature, target opponent sacrifices a creature of their choice.
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Ruthless Disposal
( 5)
Sorcery
As an additional cost to cast this spell, discard a card and sacrifice a creature. Two target creatures each get -13/-13 until end of turn.
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Ruthless Instincts
( 3)
Instant
Choose one — • Target nonattacking creature gains reach and deathtouch until end of turn. Untap it. • Target attacking creature gets +2/+2 and gains trample until end of turn.
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Ruthless Invasion
( 4)
Sorcery
( can be paid with either or 2 life.) Nonartifact creatures can't block this turn.
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Ruthless Knave
( 3)
Creature — Orc Pirate
(3/2)
, Sacrifice a creature: Create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.") Sacrifice three Treasures: Draw a card.
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Ruthless Lawbringer
( 3)
Creature — Vampire Assassin
(3/2)
When Ruthless Lawbringer enters, you may sacrifice another creature. When you do, destroy target nonland permanent.
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Ruthless Negotiation
( 1)
Sorcery
Target opponent exiles a card from their hand. If this spell was cast from a graveyard, draw a card. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Ruthless Predation
( 2)
Sorcery
Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
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Ruthless Radrat
( 3)
Creature — Rat Mutant
(2/2)
Squad—Exile four cards from your graveyard. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters, create that many tokens that are copies of it.) Menace (This creature can't be blocked except by two or more creatures.)
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Ruthless Ripper
( 1)
Creature — Human Assassin
(1/1)
Deathtouch Morph—Reveal a black card in your hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Ruthless Ripper is turned face up, target player loses 2 life.
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Ruthless Sniper
( 1)
Creature — Human Archer
(1/2)
Whenever you cycle or discard a card, you may pay . If you do, put a -1/-1 counter on target creature.
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Ruthless Technomancer
( 4)
Creature — Human Wizard
(2/4)
When Ruthless Technomancer enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power. , Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
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Ruthless Winnower
( 5)
Creature — Elf Rogue
(4/4)
At the beginning of each player's upkeep, that player sacrifices a non-Elf creature of their choice.
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Ruxa, Patient Professor
( 4)
Legendary Creature — Bear Druid
(4/4)
Whenever Ruxa, Patient Professor enters or attacks, return target creature card with no abilities from your graveyard to your hand. Creatures you control with no abilities get +1/+1. For each creature you control with no abilities, you may have that creature assign its combat damage as though it weren't blocked.
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Ryan Sinclair
( 3)
Legendary Creature — Human
(2/2)
Whenever Ryan attacks, exile cards from the top of your library until you exile a nonland card. You may cast the exiled card without paying its mana cost if it's a spell with mana value less than or equal to Ryan's power. Put the exiled cards not cast this way on the bottom of your library in a random order. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Rysorian Badger
( 3)
Creature — Badger
(2/2)
Whenever Rysorian Badger attacks and isn't blocked, you may exile up to two target creature cards from defending player's graveyard. If you do, you gain 1 life for each card exiled this way and Rysorian Badger assigns no combat damage this turn.
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Ryusei, the Falling Star
( 6)
Legendary Creature — Dragon Spirit
(5/5)
Flying When Ryusei, the Falling Star dies, it deals 5 damage to each creature without flying.
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S.N.O.T.
( 1)
Creature — Ooze
(*{^2}/*{^2})
You may have S.N.O.T. enter stuck to another creature named S.N.O.T. If you do, all those creatures form a single creature. S.N.O.T.'s power and toughness are each equal to the square of the number of cards named S.N.O.T. stuck together to form it. (One is a 1/1, two are a 4/4, three are a 9/9, and four are a 16/16. If you manage to get -1 S.N.O.T.s stuck together, it's a 1/1.)
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Saber Ants
( 4)
Creature — Insect
(2/3)
Whenever Saber Ants is dealt damage, you may create that many 1/1 green Insect creature tokens.
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Saberclaw Golem
( 5)
Artifact Creature — Golem
(4/2)
: Saberclaw Golem gains first strike until end of turn.
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Sabertooth Alley Cat
( 3)
Creature — Cat
(2/1)
Sabertooth Alley Cat attacks each combat if able. : Creatures without defender can't block Sabertooth Alley Cat this turn.
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Sabertooth Cobra
( 3)
Creature — Snake
(2/2)
Whenever Sabertooth Cobra deals damage to a player, that player gets a poison counter. The player gets another poison counter at the beginning of their next upkeep unless they pay before that step. (A player with ten or more poison counters loses the game.)
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Sabertooth Mauler
( 4)
Creature — Cat
(3/3)
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Sabertooth Mauler and untap it.
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Sabertooth Nishoba
( 6)
Creature — Cat Beast Warrior
(5/5)
Trample, protection from blue and from red
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Sabertooth Outrider
( 4)
Creature — Human Warrior
(4/2)
Trample Formidable — Whenever Sabertooth Outrider attacks, if creatures you control have total power 8 or greater, Sabertooth Outrider gains first strike until end of turn.
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Sacellum Godspeaker
( 3)
Creature — Elf Druid
(2/2)
: Reveal any number of creature cards with power 5 or greater from your hand. Add for each card revealed this way.
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Sachi, Daughter of Seshiro
( 4)
Legendary Creature — Snake Shaman
(1/3)
Other Snake creatures you control get +0/+1. Shamans you control have ": Add ."
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Sacred Armory
( 2)
Artifact
: Target creature gets +1/+0 until end of turn.
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Sacred Boon
( 2)
Instant
Prevent the next 3 damage that would be dealt to target creature this turn. At the beginning of the next end step, put a +0/+1 counter on that creature for each 1 damage prevented this way.
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Sacred Cat
( 1)
Creature — Cat
(1/1)
Lifelink Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Cat with no mana cost. Embalm only as a sorcery.)
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Sacred Excavation
( 4)
Sorcery
Return up to two target cards with cycling from your graveyard to your hand.
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Sacred Fire
( 2)
Instant
Sacred Fire deals 2 damage to any target and you gain 2 life. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sacred Foundry
( 0)
Land — Mountain Plains
(: Add or .) As Sacred Foundry enters, you may pay 2 life. If you don't, it enters tapped.
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Sacred Ground
( 2)
Enchantment
Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.
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Sacred Guide
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and exile all other cards revealed this way.
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Sacred Knight
( 4)
Creature — Human Knight
(3/2)
Sacred Knight can't be blocked by black and/or red creatures.
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Sacred Mesa
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. : Create a 1/1 white Pegasus creature token with flying.
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Sacred Peaks
( 0)
Land — Mountain Plains
(: Add or .) Sacred Peaks enters tapped.
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Sacred Prey
( 1)
Creature — Horse
(1/1)
Whenever Sacred Prey becomes blocked, you gain 1 life.
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Sacred Rites
( 1)
Instant
Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.
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Sacred Wolf
( 3)
Creature — Wolf
(3/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Sacrifice
( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Add an amount of equal to the sacrificed creature's mana value.
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Sacrifice Play
( 3)
Instant
A person outside the game chooses an attacking or blocking creature target opponent controls. That player sacrifices that creature.
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