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Hardbristle Bandit
( 2)
Creature — Plant Rogue
(1/1)
: Add one mana of any color. Whenever you commit a crime, untap Hardbristle Bandit. 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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Hardened Berserker
( 3)
Creature — Human Berserker
(3/2)
Whenever Hardened Berserker attacks, the next spell you cast this turn costs less to cast.
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Hardened Escort
( 3)
Creature — Human Soldier
(2/4)
Whenever Hardened Escort attacks, another target creature you control gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Hardy Veteran
( 2)
Creature — Human Warrior
(2/2)
During your turn, Hardy Veteran gets +0/+2.
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Harmless Assault
( 4)
Instant
Prevent all combat damage that would be dealt this turn by attacking creatures.
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Harmonious Emergence
( 4)
Enchantment — Aura
Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
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Harried Spearguard
( 1)
Creature — Human Soldier
(1/1)
Haste When Harried Spearguard dies, create a 1/1 black Rat creature token with "This creature can't block."
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Harrier Strix
( 1)
Creature — Bird
(1/1)
Flying When Harrier Strix enters, tap target permanent. : Draw a card, then discard a card.
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Harrow
( 3)
Instant
As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
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Harsh Deceiver
( 4)
Creature — Spirit
(1/4)
: Look at the top card of your library. : Reveal the top card of your library. If it's a land card, untap Harsh Deceiver and it gets +1/+1 until end of turn. Activate only once each turn.
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Harsh Sustenance
( 3)
Instant
Harsh Sustenance deals X damage to any target and you gain X life, where X is the number of creatures you control.
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Reaper of Night (Harvest Fear)
( 4)
Sorcery — Adventure
Target opponent discards two cards. (Then exile this card. You may cast the creature later from exile.)
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Harvest Gwyllion
( 4)
Creature — Hag
(2/4)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Harvest Mage
( 1)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of a color of your choice instead of any other type and amount.
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Harvest Pyre
( 2)
Instant
As an additional cost to cast this spell, exile X cards from your graveyard. Harvest Pyre deals X damage to target creature.
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Harvest Wurm
( 2)
Creature — Wurm
(3/2)
When Harvest Wurm enters, sacrifice it unless you return a basic land card from your graveyard to your hand.
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Harvester Druid
( 2)
Creature — Human Druid
(1/1)
: Add one mana of any color that a land you control could produce.
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Harvestguard Alseids
( 3)
Enchantment Creature — Nymph
(2/3)
Constellation — Whenever Harvestguard Alseids or another enchantment you control enters, prevent all damage that would be dealt to target creature this turn.
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Harvesttide Assailant
( 0)
Creature — Werewolf
(4/4)
Trample Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Harvesttide Infiltrator
( 3)
Creature — Human Werewolf
(3/2)
Trample Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Harvesttide Sentry
( 2)
Creature — Human Warrior
(3/1)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Harvesttide Sentry can't be blocked by creatures with power 2 or less this turn.
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Hasran Ogress
( 2)
Creature — Ogre
(3/2)
Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay .
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Hat Trick
( 2)
Instant
Target blocking or blocked creature you control gets +1/+1 and gains first strike until end of turn. If it has a hat, it gains double strike until end of turn. If you and that creature each have a hat, the creature gains triple strike until end of turn.
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Haunt of the Dead Marshes
( 1)
Creature — Nightmare Elf
(1/1)
When Haunt of the Dead Marshes enters, scry 1. : Return Haunt of the Dead Marshes from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
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Haunted Cadaver
( 4)
Creature — Zombie
(2/2)
Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Haunted Cloak
( 3)
Artifact — Equipment
Equipped creature has vigilance, trample, and haste. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Haunted Mire
( 0)
Land — Swamp Forest
(: Add or .) Haunted Mire enters tapped.
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Haunting Figment
( 2)
Creature — Illusion
(2/1)
Vigilance Haunting Figment can't be blocked as long as you've cast an instant or sorcery spell this turn.
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Haunting Misery
( 3)
Sorcery
As an additional cost to cast this spell, exile X creature cards from your graveyard. Haunting Misery deals X damage to target player or planeswalker.
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Havengul Skaab
( 6)
Creature — Zombie Horror
(4/5)
Whenever Havengul Skaab attacks, return another creature you control to its owner's hand.
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Havenwood Wurm
( 7)
Creature — Wurm
(5/6)
Flash (You may cast this spell any time you could cast an instant.) Trample
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Havoc Devils
( 4)
Creature — Devil
(4/3)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Hazardous Blast
( 4)
Sorcery
Hazardous Blast deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn.
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Haze Frog
( 5)
Creature — Frog
(2/1)
Flash (You may cast this spell any time you could cast an instant.) When Haze Frog enters, prevent all combat damage that other creatures would deal this turn.
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Haze of Pollen
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Cycling (, Discard this card: Draw a card.)
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Hazmat Suit (Used)
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has menace. Whenever a player's skin or fingernail touches enchanted creature, that player loses 2 life.
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Hazy Homunculus
( 2)
Creature — Homunculus Illusion
(1/1)
Hazy Homunculus can't be blocked as long as defending player controls an untapped land.
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Head Banger
( 0)
Artifact — Contraption
Whenever you crank Head Banger, target creature must be blocked this turn if able.
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Head of the Homestead
( 5)
Creature — Rabbit Citizen
(3/2)
When Head of the Homestead enters, create two 1/1 white Rabbit creature tokens.
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Headless Skaab
( 3)
Creature — Zombie Warrior
(3/6)
As an additional cost to cast this spell, exile a creature card from your graveyard. Headless Skaab enters tapped.
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Headless Specter
( 3)
Creature — Specter
(2/2)
Flying Hellbent — Whenever Headless Specter deals combat damage to a player, if you have no cards in hand, that player discards a card at random.
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Headlong Rush
( 2)
Instant
Attacking creatures gain first strike until end of turn.
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Headsplitter
( 2)
Artifact — Equipment
When Headsplitter enters, create a 1/1 black Assassin creature token with menace, then attach Headsplitter to it. Equipped creature gets +1/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Headstone
( 2)
Instant
Exile target card from a graveyard. Draw a card at the beginning of the next turn's upkeep.
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Headstrong Brute
( 3)
Creature — Orc Pirate
(3/3)
Headstrong Brute can't block. Headstrong Brute has menace as long as you control another Pirate.
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Heal
( 1)
Instant
Prevent the next 1 damage that would be dealt to any target this turn. Draw a card at the beginning of the next turn's upkeep.
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Heal the Scars
( 4)
Instant
Regenerate target creature. You gain life equal to that creature's toughness.
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Healer of the Glade
( 1)
Creature — Elemental
(1/2)
When Healer of the Glade enters, you gain 3 life.
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Healing Grace
( 1)
Instant
Prevent the next 3 damage that would be dealt to any target this turn by a source of your choice. You gain 3 life.
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Healing Hands
( 3)
Sorcery
Target player gains 4 life. Draw a card.
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Healing Leaves
( 1)
Instant
Choose one — • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to any target this turn.
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Healing Salve
( 1)
Instant
Choose one — • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to any target this turn.
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Heaped Harvest
( 3)
Artifact — Food
When Heaped Harvest enters and when you sacrifice it, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. , , Sacrifice Heaped Harvest: You gain 3 life.
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Heart of Light
( 3)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Prevent all damage that would be dealt to and dealt by enchanted creature.
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Heart Sliver
( 2)
Creature — Sliver
(1/1)
All Sliver creatures have haste.
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Heart Warden
( 2)
Creature — Elf Druid
(1/1)
: Add . , Sacrifice Heart Warden: Draw a card.
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Heartfire
( 2)
Instant
As an additional cost to cast this spell, sacrifice a creature or planeswalker. Heartfire deals 4 damage to any target.
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Hearth Charm
( 1)
Instant
Choose one — • Destroy target artifact creature. • Attacking creatures get +1/+0 until end of turn. • Target creature with power 2 or less can't be blocked this turn.
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Hearth Kami
( 2)
Creature — Spirit
(2/1)
, Sacrifice Hearth Kami: Destroy target artifact with mana value X.
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Heartlash Cinder
( 2)
Creature — Elemental Warrior
(1/1)
Haste Chroma — When Heartlash Cinder enters, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control.
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Heartless Pillage
( 3)
Sorcery
Target opponent discards two cards. Raid — If you attacked this turn, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Heart-Piercer Bow
( 2)
Artifact — Equipment
Whenever equipped creature attacks, Heart-Piercer Bow deals 1 damage to target creature defending player controls. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Heartstabber Mosquito
( 4)
Creature — Insect
(2/2)
Kicker (You may pay an additional as you cast this spell.) Flying When Heartstabber Mosquito enters, if it was kicked, destroy target creature.
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Heartwood Dryad
( 2)
Creature — Dryad
(2/1)
Heartwood Dryad can block creatures with shadow as though Heartwood Dryad had shadow.
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Heat Ray
( 1)
Instant
Heat Ray deals X damage to target creature.
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Heated Debate
( 3)
Instant
This spell can't be countered. (This includes by the ward ability.) Heated Debate deals 4 damage to target creature or planeswalker.
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Heavenly Qilin
( 3)
Creature — Kirin
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Heavenly Qilin attacks, another target creature you control gains flying until end of turn.
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Heavy Ballista
( 4)
Creature — Human Soldier
(2/3)
: Heavy Ballista deals 2 damage to target attacking or blocking creature.
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Heavy Fog
( 2)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Prevent all damage that would be dealt to you this turn by attacking creatures.
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Heavy Infantry
( 5)
Creature — Human Soldier
(3/4)
When Heavy Infantry enters, tap target creature an opponent controls.
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Heavy Mattock
( 3)
Artifact — Equipment
Equipped creature gets +1/+1. As long as equipped creature is a Human, it gets an additional +1/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Hedgewitch's Mask
( 1)
Artifact — Equipment
Equipped creature gets +1/+1. Equipped creature can't be blocked by creatures with power 4 or greater. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Hedron Blade
( 1)
Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature becomes blocked by one or more colorless creatures, it gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Hedron Rover
( 4)
Artifact Creature — Construct
(2/2)
Landfall — Whenever a land you control enters, Hedron Rover gets +2/+2 until end of turn.
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Hedron Scrabbler
( 2)
Artifact Creature — Construct
(1/1)
Landfall — Whenever a land you control enters, Hedron Scrabbler gets +1/+1 until end of turn.
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Heightened Reflexes
( 1)
Instant
Target creature gets +1/+0 until end of turn. Put a first strike counter on it.
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Heir of the Ancient Fang
( 3)
Creature — Snake Samurai
(2/3)
Heir of the Ancient Fang enters with a +1/+1 counter on it if you control a modified creature. (Equipment, Auras you control, and counters are modifications.)
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Heirs of Stromkirk
( 4)
Creature — Vampire
(2/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever Heirs of Stromkirk deals combat damage to a player, put a +1/+1 counter on it.
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Hekma Sentinels
( 3)
Creature — Human Cleric
(2/3)
Whenever you cycle or discard a card, Hekma Sentinels gets +1/+1 until end of turn.
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Helica Glider
( 3)
Creature — Nightmare Squirrel
(2/2)
Helica Glider enters with your choice of a flying counter or a first strike counter on it.
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Heliod's Pilgrim
( 3)
Creature — Human Cleric
(1/2)
When Heliod's Pilgrim enters, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle.
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Helionaut
( 3)
Creature — Human Soldier
(1/2)
Flying , : Add one mana of any color.
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Heliophial
( 5)
Artifact
Sunburst (This enters with a charge counter on it for each color of mana spent to cast it.) , Sacrifice Heliophial: It deals damage equal to the number of charge counters on it to any target.
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Helium Squirter
( 5)
Creature — Beast Mutant
(0/0)
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains flying until end of turn.
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Hell Mongrel
( 4)
Creature — Nightmare Dog
(4/3)
Discard a card: Hell Mongrel gets +1/+1 until end of turn. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Hell Swarm
( 1)
Instant
All creatures get -1/-0 until end of turn.
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Helm of the Ghastlord
( 4)
Enchantment — Aura
Enchant creature As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card." As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."
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Hematite Golem
( 4)
Artifact Creature — Golem
(1/4)
: Hematite Golem gets +2/+0 until end of turn.
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Henchfiend of Ukor
( 4)
Creature — Ogre
(3/2)
Haste Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) : Henchfiend of Ukor gets +1/+0 until end of turn.
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Henge Walker
( 3)
Artifact Creature — Golem
(2/2)
Adamant — If at least three mana of the same color was spent to cast this spell, Henge Walker enters with a +1/+1 counter on it.
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Herald of Dromoka
( 2)
Creature — Human Warrior
(2/2)
Vigilance Other Warrior creatures you control have vigilance.
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