Created by: YGO Mod (20517634)

Created On: 05/11/2024

Main: 55 Extra: 15

1 cardCentur-Ion Emeth VI 1 cardCentur-Ion Emeth VI
Centur-Ion Emeth VI
EARTH 8
Centur-Ion Emeth VI
  • ATK:

  • 2000

  • DEF:

  • 3000


During your opponent's turn, if this card is in your hand or GY (Quick Effect): You can target 1 "Centur-Ion" monster you control, except "Centur-Ion Emeth VI"; place it in your Spell & Trap Zone as a face-up Continuous Trap, and if you do, Special Summon this card, also you cannot Special Summon "Centur-Ion Emeth VI" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card. You can only use each effect of "Centur-Ion Emeth VI" once per turn.


1 cardCentur-Ion Gargoyle II 1 cardCentur-Ion Gargoyle II
Centur-Ion Gargoyle II
DARK 8
Centur-Ion Gargoyle II
  • ATK:

  • 2000

  • DEF:

  • 3000


You can send 1 face-up "Centur-Ion" card you control to the GY; Special Summon this card from your hand, also you cannot Special Summon "Centur-Ion Gargoyle II" for the rest of this turn. If this card is sent to the GY as Synchro Material: You can add this card to your hand. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card, then you can reduce its Level by 4. You can only use each effect of "Centur-Ion Gargoyle II" once per turn.


3 cardCentur-Ion Trudea 3 cardCentur-Ion Trudea
Centur-Ion Trudea
DARK 4
Centur-Ion Trudea
  • ATK:

  • 1000

  • DEF:

  • 2000


During your Main Phase: You can place this card you control and 1 "Centur-Ion" monster from your hand or Deck, except "Centur-Ion Trudea", in your Spell & Trap Zones as face-up Continuous Traps, also you cannot Special Summon "Centur-Ion Trudea" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card, then you can increase its Level by 4. You can only use each effect of "Centur-Ion Trudea" once per turn.


2 cardDroll & Lock Bird
2 cardDroll & Lock Bird
Droll & Lock Bird
WIND 1
Droll & Lock Bird
  • ATK:

  • 0

  • DEF:

  • 0


If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


2 cardFantastical Dragon Phantazmay 2 cardFantastical Dragon Phantazmay
Fantastical Dragon Phantazmay
DARK 7
Fantastical Dragon Phantazmay
  • ATK:

  • 2400

  • DEF:

  • 1800


If your opponent Special Summons a Link Monster(s) (except during the Damage Step): You can Special Summon this card from your hand, draw cards equal to the number of Link Monsters your opponent controls +1, then shuffle cards from your hand into the Deck equal to the number of Link Monsters they control. When your opponent activates a card or effect that targets a monster(s) you control (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy it. You can only use each effect of "Fantastical Dragon Phantazmay" once per turn.


1 cardHapi, Guidance of Horus 1 cardHapi, Guidance of Horus
Hapi, Guidance of Horus
WIND 8
Hapi, Guidance of Horus
  • ATK:

  • 2400

  • DEF:

  • 1600


If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Hapi, Guidance of Horus" once per turn this way. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can target 2 cards that are banished and/or in the GYs; either add both to the hand or shuffle both into the Deck. You can only use this effect of "Hapi, Guidance of Horus" once per turn.


2 cardImsety, Glory of Horus 2 cardImsety, Glory of Horus
Imsety, Glory of Horus
DARK 8
Imsety, Glory of Horus
  • ATK:

  • 3000

  • DEF:

  • 1800


If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Imsety, Glory of Horus" once per turn this way. You can only use each of the following effects of "Imsety, Glory of Horus" once per turn. You can send 2 cards from your hand to the GY, including this card; add 1 "King's Sarcophagus" from your Deck to your hand, then you can draw 1 card. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can send 1 card on the field to the GY.


1 cardKurikara Divincarnate 1 cardKurikara Divincarnate
Kurikara Divincarnate
FIRE 1
Kurikara Divincarnate
  • ATK:

  • 1500

  • DEF:

  • 1500


Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing all face-up monsters on the field that activated their effects this turn in your opponent's Monster Zone. Gains 1500 ATK for each monster Tributed to Special Summon this card. During your End Phase: You can target 1 monster in your opponent's GY; Special Summon it to your field. You can only use this effect of "Kurikara Divincarnate" once per turn.


3 cardMaxx "C"
3 cardMaxx "C"
Maxx "C"
EARTH 2
Maxx "C"
  • ATK:

  • 500

  • DEF:

  • 200


During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


2 cardNibiru, the Primal Being 2 cardNibiru, the Primal Being
Nibiru, the Primal Being
LIGHT 11
Nibiru, the Primal Being
  • ATK:

  • 3000

  • DEF:

  • 600


During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


3 cardAsh Blossom & Joyous Spring 3 cardAsh Blossom & Joyous Spring
Ash Blossom & Joyous Spring
FIRE 3
Ash Blossom & Joyous Spring
  • ATK:

  • 0

  • DEF:

  • 1800


When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


3 cardCentur-Ion Primera 3 cardCentur-Ion Primera
Centur-Ion Primera
LIGHT 4
Centur-Ion Primera
  • ATK:

  • 1600

  • DEF:

  • 1600


While this card is a Continuous Trap, Level 5 or higher "Centur-Ion" monsters you control cannot be destroyed by card effects. You can only use each of the following effects of "Centur-Ion Primera" once per turn. If this card is Normal or Special Summoned: You can add 1 "Centur-Ion" card from your Deck to your hand, except "Centur-Ion Primera", also you cannot Special Summon "Centur-Ion Primera" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card.


2 cardEffect Veiler 2 cardEffect Veiler
Effect Veiler
LIGHT 1
Effect Veiler
  • ATK:

  • 0

  • DEF:

  • 0


During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


2 cardGhost Belle & Haunted Mansion 2 cardGhost Belle & Haunted Mansion
Ghost Belle & Haunted Mansion
EARTH 3
Ghost Belle & Haunted Mansion
  • ATK:

  • 0

  • DEF:

  • 1800


When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.


2 cardCalled by the Grave
2 cardCalled by the Grave
Called by the Grave
Spell Quick
Called by the Grave

    Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




    Tag(s):

    1 cardCentur-Ion Bonds 1 cardCentur-Ion Bonds
    Centur-Ion Bonds
    Spell Quick
    Centur-Ion Bonds

      Place 1 "Centur-Ion" monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap. If a "Centur-Ion" Synchro Monster(s) is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 "Centur-Ion" monster in your GY; place it in your Spell & Trap Zone as a face-up Continuous Trap. You can only use each effect of "Centur-Ion Bonds" once per turn.


      1 cardChange of Heart
      1 cardChange of Heart
      Change of Heart
      Spell Normal
      Change of Heart

        Target 1 monster your opponent controls; take control of it until the End Phase.


        2 cardCosmic Cyclone 2 cardCosmic Cyclone
        Cosmic Cyclone
        Spell Quick
        Cosmic Cyclone

          Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


          1 cardCrossout Designator
          1 cardCrossout Designator
          Crossout Designator
          Spell Quick
          Crossout Designator

            Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




            Tag(s):

            2 cardDeck Lockdown 2 cardDeck Lockdown
            Deck Lockdown
            Spell Continuous
            Deck Lockdown

              Neither player can add cards from the Deck to their hand except by drawing them. Monsters cannot be Special Summoned from the Main Deck. Destroy this card during your 2nd Standby Phase after activation.


              3 cardEmblema Oath 3 cardEmblema Oath
              Emblema Oath
              Spell Quick
              Emblema Oath

                Activate 1 of these effects; ● Place 1 "Centur-Ion" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. For the rest of this turn, while you control that card, or any card with that same original name, you cannot Special Summon from the Extra Deck, except "Centur-Ion" monsters. ● Set 1 "Centur-Ion" Spell/Trap directly from your Deck. You can only activate 1 "Emblema Oath" per turn.


                1 cardHarpie's Feather Duster
                1 cardHarpie's Feather Duster
                Harpie's Feather Duster
                Spell Normal
                Harpie's Feather Duster

                  Destroy all Spell and Trap Cards your opponent controls.




                  Tag(s):

                  1 cardKing's Sarcophagus 1 cardKing's Sarcophagus
                  King's Sarcophagus
                  Spell Continuous
                  King's Sarcophagus

                    "Horus" monsters you control cannot be destroyed by card effects that do not target them. You can send 1 card from your hand to the GY; send 1 "Horus" monster from your Deck to the GY. You can only use this effect of "King's Sarcophagus" up to four times per turn. Once per turn, at the start of the Damage Step, if your "Horus" monster battles an opponent's monster: You can send that opponent's monster to the GY.


                    3 cardStand Up Centur-Ion! 3 cardStand Up Centur-Ion!
                    Stand Up Centur-Ion!
                    Spell Field
                    Stand Up Centur-Ion!

                      Cannot be destroyed by your opponent's card effects while you control a "Centur-Ion" Monster Card. You can only use each of the following effects of "Stand Up Centur-Ion!" once per turn. During your Main Phase, if this card was activated this turn: You can send 1 card from your hand to the GY; place 1 "Centur-Ion" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. If a monster(s) is Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using monsters you control as material, including a "Centur-Ion" monster.


                      1 cardTerraforming
                      1 cardTerraforming
                      Terraforming
                      Spell Normal
                      Terraforming

                        Add 1 Field Spell from your Deck to your hand.




                        Tag(s):

                        1 cardWake Up Centur-Ion! 1 cardWake Up Centur-Ion!
                        Wake Up Centur-Ion!
                        Spell Quick
                        Wake Up Centur-Ion!

                          If a Monster Card is face-up in your Spell & Trap Zone: You can declare Level 4 or 8; Special Summon 1 "Centur-Ion Token" (Pyro/DARK/ATK 0/DEF 0) with the declared Level, but it cannot be used as Fusion or Link Material. During your Main Phase: You can banish this card from your GY; send 1 "Centur-Ion" card from your Deck to the GY, except "Wake Up Centur-Ion!". You can only use each effect of "Wake Up Centur-Ion!" once per turn.


                          2 cardAnti-Spell Fragrance
                          2 cardAnti-Spell Fragrance
                          Anti-Spell Fragrance
                          Trap Continuous
                          Anti-Spell Fragrance

                            Both players must Set Spell Cards before activating them, and cannot activate them until their next turn after Setting them.


                            1 cardCentur-Ion Phalanx 1 cardCentur-Ion Phalanx
                            Centur-Ion Phalanx
                            Trap Normal
                            Centur-Ion Phalanx

                              Target 1 face-up Monster Card on the field; banish it, and if you do, during the Standby Phase of the next turn, Special Summon that banished monster to its owner's field. You can banish this card from your GY, then target 1 "Centur-Ion" Synchro Monster in your GY; Special Summon it, but it loses 1500 ATK. You can only use 1 "Centur-Ion Phalanx" effect per turn, and only once that turn.


                              1 cardCentur-Ion True Awakening 1 cardCentur-Ion True Awakening
                              Centur-Ion True Awakening
                              Trap Counter
                              Centur-Ion True Awakening

                                When a Spell/Trap Card, or monster effect, is activated: Send 1 face-up Monster Card from your Spell & Trap Zone to the GY; negate the activation, and if you do, destroy that card. You can only activate 1 "Centur-Ion True Awakening" per turn.


                                2 cardEvenly Matched 2 cardEvenly Matched
                                Evenly Matched
                                Trap Normal
                                Evenly Matched

                                  At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


                                  2 cardInfinite Impermanence 2 cardInfinite Impermanence
                                  Infinite Impermanence
                                  Trap Normal
                                  Infinite Impermanence

                                    Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                                    1 cardS:P Little Knight 1 cardS:P Little Knight
                                    S:P Little Knight
                                    DARK
                                    S:P Little Knight
                                    • ATK:

                                    • 1600

                                    • LINK-2

                                    Link Arrow:

                                    Left

                                    Right


                                    2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                                    1 cardSalamangreat Almiraj 1 cardSalamangreat Almiraj
                                    Salamangreat Almiraj
                                    FIRE
                                    Salamangreat Almiraj
                                    • ATK:

                                    • 0

                                    • LINK-1

                                    Link Arrow:

                                    Bottom-Right


                                    1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                                    2 cardCentur-Ion Auxila 2 cardCentur-Ion Auxila
                                    Centur-Ion Auxila
                                    DARK 12
                                    Centur-Ion Auxila
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 3000


                                    1 Tuner + 1+ non-Tuner monsters Face-up cards in your Spell & Trap Zone cannot be destroyed by card effects. You can only use each of the following effects of "Centur-Ion Auxila" once per turn. If this card is Special Summoned: You can add 1 "Centur-Ion" card from your Deck to your hand. During the End Phase: You can place 1 of your non-Synchro "Centur-Ion" monsters that is banished or in your GY, in your Spell & Trap Zone as a face-up Continuous Trap.


                                    1 cardCentur-Ion Legatia 1 cardCentur-Ion Legatia
                                    Centur-Ion Legatia
                                    LIGHT 12
                                    Centur-Ion Legatia
                                    • ATK:

                                    • 3500

                                    • DEF:

                                    • 2000


                                    1 Tuner + 1+ non-Tuner monsters Your monsters with 2000 or less ATK cannot be destroyed by battle. You can only use each of the following effects of "Centur-Ion Legatia" once per turn. If this card is Special Summoned: You can draw 1 card, then you can destroy the monster your opponent controls with the highest ATK (your choice, if tied). During the End Phase: You can place 1 non-Synchro "Centur-Ion" monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap.


                                    2 cardCosmic Blazar Dragon 2 cardCosmic Blazar Dragon
                                    Cosmic Blazar Dragon
                                    WIND 12
                                    Cosmic Blazar Dragon
                                    • ATK:

                                    • 4000

                                    • DEF:

                                    • 4000


                                    1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters Must be Synchro Summoned. (Quick Effect): You can banish this card until the End Phase to activate 1 of these effects; ● When your opponent activates a card or effect: Negate the activation, and if you do, destroy that card. ● When your opponent would Summon a monster(s): Negate the Summon, and if you do, destroy that monster(s). ● When an opponent's monster declares an attack: Negate the attack, then end the Battle Phase.


                                    1 cardCrimson Dragon
                                    1 cardCrimson Dragon
                                    Crimson Dragon
                                    LIGHT 12
                                    Crimson Dragon
                                    • ATK:

                                    • 0

                                    • DEF:

                                    • 0


                                    1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can add 1 Spell/Trap that mentions "Crimson Dragon" from your Deck to your hand. (Quick Effect): You can target 1 Level 7 or higher Synchro Monster on the field, except "Crimson Dragon"; return this card to the Extra Deck, and if you do, Special Summon 1 Dragon Synchro Monster from your Extra Deck with the same Level as the targeted monster. (This is treated as a Synchro Summon.) You can only use each effect of "Crimson Dragon" once per turn.


                                    1 cardDraco Berserker of the Tenyi 1 cardDraco Berserker of the Tenyi
                                    Draco Berserker of the Tenyi
                                    DARK 8
                                    Draco Berserker of the Tenyi
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 0


                                    1 Tuner + 1+ non-Tuner monsters When your opponent activates a monster's effect (Quick Effect): You can banish it. If this attacking card destroys an Effect Monster by battle and sends it to the GY: This card gains ATK equal to the destroyed monster's original ATK, also it can make a second attack on a monster during this Battle Phase. You can only use each effect of "Draco Berserker of the Tenyi" once per turn.


                                    1 cardGeomathmech Final Sigma 1 cardGeomathmech Final Sigma
                                    Geomathmech Final Sigma
                                    FIRE 12
                                    Geomathmech Final Sigma
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 0


                                    1 Tuner + 1+ non-Tuner monsters Unaffected by card effects, except "Mathmech" cards, while in the Extra Monster Zone. If this card in the Extra Monster Zone battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can add 1 "Mathmech" card from your Deck to your hand. You can only use this effect of "Geomathmech Final Sigma" once per turn.


                                    1 cardRed Supernova Dragon 1 cardRed Supernova Dragon
                                    Red Supernova Dragon
                                    DARK 12
                                    Red Supernova Dragon
                                    • ATK:

                                    • 4000

                                    • DEF:

                                    • 3000


                                    3 Tuners + 1+ non-Tuner Synchro Monsters Must first be Synchro Summoned. Gains 500 ATK for each Tuner in your GY. Cannot be destroyed by your opponent's card effects. Once per turn, when your opponent's monster effect is activated, or when an opponent's monster declares an attack (Quick Effect): You can activate this effect; banish this card, also banish all cards your opponent controls. Once per turn, during your next End Phase after this card was banished by its own effect: Special Summon this banished card.


                                    1 cardSuperheavy Samurai Brave Masurawo 1 cardSuperheavy Samurai Brave Masurawo
                                    Superheavy Samurai Brave Masurawo
                                    EARTH 12
                                    Superheavy Samurai Brave Masurawo
                                    • ATK:

                                    • 2100

                                    • DEF:

                                    • 4000


                                    1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If a "Superheavy Samurai" monster(s) you control would be destroyed by battle or card effect, you can destroy 1 "Superheavy Samurai" card you control instead. Once per turn, if your opponent activates a Spell/Trap Card or effect (except during the Damage Step): You can draw until you have 3 cards in your hand.


                                    1 cardDingirsu, the Orcust of the Evening Star 1 cardDingirsu, the Orcust of the Evening Star
                                    Dingirsu, the Orcust of the Evening Star
                                    DARK
                                    Dingirsu, the Orcust of the Evening Star
                                    • ATK:

                                    • 2600

                                    • DEF:

                                    • 2100


                                    2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.


                                    1 cardNumber 1: Infection Buzzking 1 cardNumber 1: Infection Buzzking
                                    Number 1: Infection Buzzking
                                    DARK
                                    Number 1: Infection Buzzking
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 2500


                                    2+ Level 8 monsters Once per turn, during your Standby Phase: You can attach 1 card from your opponent's GY to this card as material. You can only use each of the following effects of "Number 1: Infection Buzzking" once per turn. If this card is Xyz Summoned: You can look at your opponent's Extra Deck and send 1 card from it to the GY. You can detach 1 material from this card, then target 1 card your opponent controls; destroy it, then if you destroyed a face-up monster, inflict damage to your opponent equal to half the ATK it had on the field.


                                    1 cardSuper Starslayer TY-PHON - Sky Crisis 1 cardSuper Starslayer TY-PHON - Sky Crisis
                                    Super Starslayer TY-PHON - Sky Crisis
                                    DARK
                                    Super Starslayer TY-PHON - Sky Crisis
                                    • ATK:

                                    • 2900

                                    • DEF:

                                    • 2900


                                    2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.




                                    More OCG Info

                                    Horus Breakdown

                                     

                                     

                                     

                                     

                                     

                                     

                                     

                                     

                                     

                                     

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