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Mana Leak
( 2)
Instant
Counter target spell unless its controller pays .
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Mana Leech
( 3)
Creature — Leech
(1/1)
You may choose not to untap Mana Leech during your untap step. : Tap target land. It doesn't untap during its controller's untap step for as long as Mana Leech remains tapped.
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Mana Matrix
( 6)
Artifact
Instant and enchantment spells you cast cost less to cast.
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Mana Maze
( 2)
Enchantment
Players can't cast spells that share a color with the spell most recently cast this turn.
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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 Mana Skimmer 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
Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay . If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault 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 Mana Vortex.
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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, Manabarbs 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 Mana-Charged Dragon attacks or blocks, each player starting with you may pay any amount of mana. Mana-Charged Dragon 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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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, Manaplasm gets +X/+X until end of turn, where X is that spell's mana value.
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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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Mangara of Corondor
( 3)
Legendary Creature — Human Wizard
(1/1)
: Exile Mangara of Corondor and target permanent.
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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 Mangara's Blessing, you gain 2 life, and you return Mangara's Blessing from your graveyard to your hand at the beginning of the next end step.
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Mangara's Equity
( 3)
Enchantment
As Mangara's Equity enters, choose black or red. At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay . Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals that much damage to that creature.
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Mangara's Tome
( 5)
Artifact
When Mangara's Tome 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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Maniacal Rage
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and can't block.
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Manic Vandal
( 3)
Creature — Human Warrior
(2/2)
When Manic Vandal enters, destroy target artifact.
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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 Manor Gargoyle has indestructible as long as it has defender. : Until end of turn, Manor Gargoyle loses defender and gains flying.
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Manor Skeleton
( 2)
Creature — Skeleton
(1/1)
Haste : Regenerate Manor Skeleton.
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Man-o'-War
( 3)
Creature — Jellyfish
(2/2)
When Man-o'-War 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)
Manta Ray can't attack unless defending player controls an Island. Manta Ray can't be blocked except by blue creatures. When you control no Islands, sacrifice Manta Ray.
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Manta Riders
( 1)
Creature — Merfolk
(1/1)
: Manta Riders gains flying until end of turn.
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Mantis Engine
( 5)
Artifact Creature — Insect
(3/3)
: Mantis Engine gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) : Mantis Engine 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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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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Marath, Will of the Wild
( 3)
Legendary Creature — Elemental Beast
(0/0)
Marath, Will of the Wild 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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Marauding Knight
( 4)
Creature — Phyrexian Zombie Knight
(2/2)
Protection from white Marauding Knight gets +1/+1 for each Plains your opponents control.
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Marauding Maulhorn
( 4)
Creature — Beast
(5/3)
Marauding Maulhorn attacks each combat if able unless you control a creature named Advocate of the Beast.
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Maraxus of Keld
( 6)
Legendary Creature — Human Warrior
(*/*)
Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.
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Marble Priest
( 5)
Artifact Creature — Cleric
(3/3)
All Walls able to block Marble Priest do so. Prevent all combat damage that would be dealt to Marble Priest 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 of Souls
( 5)
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller creates a 1/1 white Spirit creature token with flying.
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March of the Machines
( 4)
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
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March of the Returned
( 4)
Sorcery
Return up to two target creature cards from your graveyard to your hand.
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Marchesa, the Black Rose
( 4)
Legendary Creature — Human Wizard
(3/3)
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Other creatures you control have dethrone. Whenever a creature you control with a +1/+1 counter on it dies, return that card to the battlefield under your control at the beginning of the next end step.
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Marchesa's Emissary
( 4)
Creature — Human Rogue
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
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Marchesa's Infiltrator
( 3)
Creature — Human Rogue
(1/1)
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Whenever Marchesa's Infiltrator deals combat damage to a player, draw a card.
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Marchesa's Smuggler
( 2)
Creature — Human Rogue
(1/1)
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) : Target creature you control gains haste until end of turn and can't be blocked this turn.
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Marhault Elsdragon
( 6)
Legendary Creature — Elf Warrior
(4/6)
Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Marjhan
( 7)
Creature — Serpent
(8/8)
Marjhan doesn't untap during your untap step. , Sacrifice a creature: Untap Marjhan. Activate only during your upkeep. Marjhan can't attack unless defending player controls an Island. : Marjhan gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying. When you control no Islands, sacrifice Marjhan.
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Mark for Death
( 4)
Sorcery
Target creature an opponent controls blocks this turn if able. Untap that creature. Other creatures that player controls can't block this turn.
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Mark of Asylum
( 2)
Enchantment
Prevent all noncombat damage that would be dealt to creatures you control.
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Mark of Eviction
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands.
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Mark of Fury
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has haste. At the beginning of the end step, return Mark of Fury to its owner's hand.
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Mark of Mutiny
( 3)
Sorcery
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and this turn.)
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Mark of Sakiko
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, add that much . Until end of turn, you don't lose this mana as steps and phases end."
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Mark of the Oni
( 3)
Enchantment — Aura
Enchant creature You control enchanted creature. At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni.
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Mark of the Vampire
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has lifelink.
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Marker Beetles
( 3)
Creature — Insect
(2/3)
When Marker Beetles dies, target creature gets +1/+1 until end of turn. , Sacrifice Marker Beetles: Draw a card.
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Market Festival
( 4)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
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Markov Blademaster
( 3)
Creature — Vampire Warrior
(1/1)
Double strike (This creature deals both first-strike and regular combat damage.) Whenever Markov Blademaster deals combat damage to a player, put a +1/+1 counter on it.
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Markov Patrician
( 3)
Creature — Vampire
(3/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Markov Warlord
( 6)
Creature — Vampire Warrior
(4/4)
Haste (This creature can attack and as soon as it comes under your control.) When Markov Warlord enters, up to two target creatures can't block this turn.
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Maro
( 4)
Creature — Elemental
(*/*)
Maro's power and toughness are each equal to the number of cards in your hand.
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Marrow Bats
( 5)
Creature — Bat Skeleton
(4/1)
Flying Pay 4 life: Regenerate Marrow Bats.
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Marrow Chomper
( 5)
Creature — Zombie Lizard
(3/3)
Devour 2 (As this enters, you may sacrifice any number of creatures. This creature enters with twice that many +1/+1 counters on it.) When Marrow Chomper enters, you gain 2 life for each creature it devoured.
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Marrow Shards
( 1)
Instant
( can be paid with either or 2 life.) Marrow Shards deals 1 damage to each attacking creature.
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Marrow-Gnawer
( 5)
Legendary Creature — Rat Rogue
(2/3)
All Rats have fear. , Sacrifice a Rat: Create X 1/1 black Rat creature tokens, where X is the number of Rats you control.
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Marsh Boa
( 1)
Creature — Snake
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marsh Casualties
( 2)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Creatures target player controls get -1/-1 until end of turn. If this spell was kicked, those creatures get -2/-2 until end of turn instead.
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Marsh Crocodile
( 4)
Creature — Crocodile
(4/4)
When Marsh Crocodile enters, return a blue or black creature you control to its owner's hand. When Marsh Crocodile enters, each player discards a card.
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Marsh Flats
( 0)
Land
, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
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Marsh Flitter
( 4)
Creature — Faerie Rogue
(1/1)
Flying When Marsh Flitter enters, create two 1/1 black Goblin Rogue creature tokens. Sacrifice a Goblin: Marsh Flitter has base power and toughness 3/3 until end of turn.
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Marsh Gas
( 1)
Instant
All creatures get -2/-0 until end of turn.
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Marsh Goblins
( 2)
Creature — Goblin
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marsh Lurker
( 4)
Creature — Beast
(3/2)
Sacrifice a Swamp: Marsh Lurker gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Marsh Threader
( 2)
Creature — Kor Scout
(2/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marsh Viper
( 4)
Creature — Snake
(1/2)
Whenever Marsh Viper deals damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
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Marshaling Cry
( 3)
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling (, Discard this card: Draw a card.) Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Marshaling the Troops
( 2)
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.
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Marshal's Anthem
( 4)
Enchantment
Multikicker (You may pay an additional any number of times as you cast this spell.) Creatures you control get +1/+1. When Marshal's Anthem enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
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Marshdrinker Giant
( 5)
Creature — Giant Warrior
(4/3)
When Marshdrinker Giant enters, destroy target Island or Swamp an opponent controls.
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Marshmist Titan
( 7)
Creature — Giant
(4/5)
This spell costs less to cast, where X is your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
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Martial Coup
( 2)
Sorcery
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
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Martial Glory
( 2)
Instant
Target creature gets +3/+0 until end of turn. Target creature gets +0/+3 until end of turn.
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Martial Law
( 4)
Enchantment
At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
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