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Captivating Glance
( 3)
Enchantment — Aura
Enchant creature At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Captivating Gyre
( 6)
Sorcery
Return up to three target creatures to their owners' hands.
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Captivating Unicorn
( 5)
Creature — Unicorn
(4/4)
Constellation — Whenever an enchantment enters the battlefield under your control, tap target creature an opponent controls.
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Captivating Vampire
( 3)
Creature — Vampire
(2/2)
Other Vampire creatures you control get +1/+1. Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
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Captive Audience
( 7)
Enchantment
Captive Audience enters the battlefield under the control of an opponent of your choice. At the beginning of your upkeep, choose one that hasn't been chosen — • Your life total becomes 4. • Discard your hand. • Each opponent creates five 2/2 black Zombie creature tokens.
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Captive Flame
( 3)
Enchantment
: Target creature gets +1/+0 until end of turn.
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Capture Sphere
( 4)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature When Capture Sphere enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Captured by Lagacs
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When Captured by Lagacs enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
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Captured by the Consulate
( 4)
Enchantment — Aura
Enchant creature you don't control Enchanted creature can't attack. Whenever an opponent casts a spell, if it has a single target, change the target to enchanted creature if able.
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Captured Sunlight
( 4)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) You gain 4 life.
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Caravan Escort
( 1)
Creature — Human Knight
(1/1)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 2/2 LEVEL 5+ 5/5 First strike
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Careening Mine Cart
( 3)
Artifact — Vehicle
(3/3)
Whenever Careening Mine Cart attacks, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Carefree Swinemaster
( 3)
Creature — Gnome Ranger
(1/4)
Whenever Carefree Swinemaster attacks, you may pay . If you do, create a 2/2 green Boar creature token that's tapped and attacking.
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Careful Consideration
( 4)
Instant
Target player draws four cards, then discards three cards. If you cast this spell during your main phase, instead that player draws four cards, then discards two cards.
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Careful Study
( 1)
Sorcery
Draw two cards, then discard two cards.
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Careless Celebrant
( 2)
Creature — Satyr Shaman
(2/1)
When Careless Celebrant dies, it deals 2 damage to target creature or planeswalker an opponent controls.
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Carnage Gladiator
( 4)
Creature — Skeleton Warrior
(4/2)
Whenever a creature blocks, that creature's controller loses 1 life. : Regenerate Carnage Gladiator.
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Carnage Interpreter
( 3)
Creature — Devil Detective
(3/3)
When Carnage Interpreter enters the battlefield, discard your hand, then investigate four times. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") As long as you have one or fewer cards in hand, Carnage Interpreter gets +2/+2 and has menace.
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Carnage Tyrant
( 6)
Creature — Dinosaur
(7/6)
This spell can't be countered. Trample, hexproof
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Carnival Elephant Meteor
( 0)
Stickers
2 — Sacrifice this permanent: Draw two cards. 3 — Whenever this creature attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) 2 — 4/1 5 — 8/7
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Carnival Hellsteed
( 6)
Creature — Nightmare Horse
(5/4)
First strike, haste Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
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Carnivorous Death-Parrot
( 2)
Creature — Bird
(2/2)
Flying At the beginning of your upkeep, sacrifice Carnivorous Death-Parrot unless you say its flavor text.
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Carpet of Flowers
( 1)
Enchantment
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
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Carrier Thrall
( 2)
Creature — Vampire
(2/1)
When Carrier Thrall dies, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this creature: Add ."
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Carrion Ants
( 4)
Creature — Insect
(0/1)
: Carrion Ants gets +1/+1 until end of turn.
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Carrion Locust
( 3)
Creature — Insect Horror
(2/1)
Flying When Carrion Locust enters the battlefield, exile target card from an opponent's graveyard. If it was a creature card, that player loses 1 life.
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Carrion Rats
( 1)
Creature — Rat
(2/1)
Whenever Carrion Rats attacks or blocks, any player may exile a card from their graveyard. If a player does, Carrion Rats assigns no combat damage this turn.
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Cartel Aristocrat
( 2)
Creature — Human Advisor
(2/2)
Sacrifice another creature: Cartel Aristocrat gains protection from the color of your choice until end of turn.
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Carth the Lion
( 4)
Legendary Creature — Human Warrior
(3/5)
Whenever Carth the Lion enters the battlefield or a planeswalker you control dies, look at the top seven cards of your library. You may reveal a planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Planeswalkers' loyalty abilities you activate cost an additional +1 to activate.
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Cartographer
( 3)
Creature — Human
(2/2)
When Cartographer enters the battlefield, you may return target land card from your graveyard to your hand.
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Cartographer's Companion
( 3)
Artifact Creature — Gnome
(2/1)
When Cartographer's Companion enters the battlefield, create a Map token. (It's an artifact with ", , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")
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Cartographer's Hawk
( 2)
Creature — Bird
(2/1)
Flying When Cartographer's Hawk deals combat damage to a player who controls more lands than you, return it to its owner's hand. If you do, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Cartographer's Survey
( 4)
Sorcery
Look at the top seven cards of your library. Put up to two land cards from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
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Cartouche of Ambition
( 3)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Ambition enters the battlefield, you may put a -1/-1 counter on target creature. Enchanted creature gets +1/+1 and has lifelink.
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Cartouche of Knowledge
( 2)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Knowledge enters the battlefield, draw a card. Enchanted creature gets +1/+1 and has flying.
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Cartouche of Solidarity
( 1)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Solidarity enters the battlefield, create a 1/1 white Warrior creature token with vigilance. Enchanted creature gets +1/+1 and has first strike.
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Cartouche of Strength
( 3)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Strength enters the battlefield, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
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Cartouche of Zeal
( 1)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Zeal enters the battlefield, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.
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Carven Caryatid
( 3)
Creature — Spirit
(2/5)
Defender (This creature can't attack.) When Carven Caryatid enters the battlefield, draw a card.
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Cascading Cataracts
( 0)
Land
Indestructible : Add . , : Add five mana in any combination of colors.
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Case File Auditor
( 3)
Creature — Human Detective
(1/4)
When Case File Auditor enters the battlefield and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. You may spend mana as though it were mana of any color to cast Case spells.
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Case of the Burning Masks
( 3)
Enchantment — Case
When this Case enters the battlefield, it deals 3 damage to target creature an opponent controls. To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
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Case of the Crimson Pulse
( 3)
Enchantment — Case
When this Case enters the battlefield, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
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Case of the Filched Falcon
( 1)
Enchantment — Case
When this Case enters the battlefield, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") To solve — You control three or more artifacts. (If unsolved, solve at the beginning of your end step.) Solved — , Sacrifice this Case: Put four +1/+1 counters on target noncreature artifact. It becomes a 0/0 Bird creature with flying in addition to its other types.
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Case of the Gateway Express
( 2)
Enchantment — Case
When this Case enters the battlefield, choose target creature you don't control. Each creature you control deals 1 damage to that creature. To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.) Solved — Creatures you control get +1/+0.
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Case of the Gorgon's Kiss
( 1)
Enchantment — Case
When this Case enters the battlefield, destroy up to one target creature that was dealt damage this turn. To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.) Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
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Case of the Locked Hothouse
( 4)
Enchantment — Case
You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
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Case of the Pilfered Proof
( 2)
Enchantment — Case
Whenever a Detective enters the battlefield under your control and whenever a Detective you control is turned face up, put a +1/+1 counter on it. To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.) Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Case of the Ransacked Lab
( 3)
Enchantment — Case
Instant and sorcery spells you cast cost less to cast. To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast an instant or sorcery spell, draw a card.
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Case of the Shattered Pact
( 2)
Enchantment — Case
When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
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Case of the Shifting Visage
( 3)
Enchantment — Case
At the beginning of your upkeep, surveil 1. To solve — There are fifteen or more cards in your graveyard. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast a nonlegendary creature spell, copy that spell. (The copy becomes a token.)
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Case of the Stashed Skeleton
( 2)
Enchantment — Case
When this Case enters the battlefield, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.) To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.) Solved — , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
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Case of the Trampled Garden
( 3)
Enchantment — Case
When this Case enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
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Case of the Uneaten Feast
( 1)
Enchantment — Case
Whenever a creature enters the battlefield under your control, you gain 1 life. To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
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Case the Joint
( 4)
Instant
Draw two cards, then look at the top card of each player's library.
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Cast Down
( 2)
Instant
Destroy target nonlegendary creature.
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Cast into Darkness
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0 and can't block.
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Cast into the Fire
( 2)
Instant
Choose one — • Cast into the Fire deals 1 damage to each of up to two target creatures. • Exile target artifact.
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Realm-Cloaked Giant (Cast Off)
( 5)
Sorcery — Adventure
Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.)
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Cast Out
( 4)
Enchantment
Flash When Cast Out enters the battlefield, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield. Cycling (, Discard this card: Draw a card.)
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Cast Through Time
( 7)
Enchantment
Instant and sorcery spells you control have rebound. (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
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Castaway's Despair
( 4)
Enchantment — Aura
Enchant creature When Castaway's Despair enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Castigate
( 2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
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Casting of Bones
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, draw three cards, then discard one of them.
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Castle
( 4)
Enchantment
Untapped creatures you control get +0/+2.
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Castle Raptors
( 5)
Creature — Bird Soldier
(3/3)
Flying As long as Castle Raptors is untapped, it gets +0/+2.
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Casualties of War
( 6)
Sorcery
Choose one or more — • Destroy target artifact. • Destroy target creature. • Destroy target enchantment. • Destroy target land. • Destroy target planeswalker.
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Cat
( 0)
Token Creature — — Cat
(1/1)
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Cat Warriors
( 3)
Creature — Cat Warrior
(2/2)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Cataclysm
( 4)
Sorcery
Each player chooses from among the permanents they control an artifact, a creature, an enchantment, and a land, then sacrifices the rest.
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Cataclysmic Gearhulk
( 5)
Artifact Creature — Construct
(4/5)
Vigilance When Cataclysmic Gearhulk enters the battlefield, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
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Cataclysmic Prospecting
( 2)
Sorcery
Cataclysmic Prospecting deals X damage to each creature. For each mana from a Desert spent to cast this spell, create a tapped Treasure token.
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Catacomb Dragon
( 6)
Creature — Dragon
(4/4)
Flying Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down.
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Catacomb Sifter
( 3)
Creature — Eldrazi Drone
(2/3)
Devoid (This card has no color.) When Catacomb Sifter enters the battlefield, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this creature: Add ." Whenever another creature you control dies, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Catalog
( 3)
Instant
Draw two cards, then discard a card.
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Catalyst Stone
( 2)
Artifact
Flashback costs you pay cost less. Flashback costs your opponents pay cost more.
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Catapult Fodder
( 3)
Creature — Zombie
(1/5)
At the beginning of combat on your turn, if you control three or more creatures that each have toughness greater than their power, transform Catapult Fodder.
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Catapult Master
( 5)
Creature — Human Soldier
(3/3)
Tap five untapped Soldiers you control: Exile target creature.
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Catapult Squad
( 2)
Creature — Human Soldier
(2/1)
Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature.
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Catastrophe
( 6)
Sorcery
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
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