Created by: YGO Mod (20517634)

Created On: 11/05/2024

Main: 55 Extra: 15

3 cardDroll & Lock Bird
3 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.


1 cardFabled Lurrie 1 cardFabled Lurrie
Fabled Lurrie
LIGHT 1
Fabled Lurrie
  • ATK:

  • 200

  • DEF:

  • 400


If this card is discarded to the GY: Special Summon it.


1 cardFiendsmith Engraver 1 cardFiendsmith Engraver
Fiendsmith Engraver
LIGHT 6
Fiendsmith Engraver
  • ATK:

  • 1800

  • DEF:

  • 2400


You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn.


1 cardLacrima the Crimson Tears 1 cardLacrima the Crimson Tears
Lacrima the Crimson Tears
LIGHT 4
Lacrima the Crimson Tears
  • ATK:

  • 1200

  • DEF:

  • 1200


(This card is always treated as a "Fiendsmith" card.) If this card is Normal or Special Summoned: You can send 1 "Fiendsmith" card from your Deck to the GY, except "Lacrima the Crimson Tears". During your opponent's turn, if this card is in your GY (Quick Effect): You can target 1 "Fiendsmith" Link Monster in your GY; shuffle this card into the Deck, and if you do, Special Summon that monster. You can only use each effect of "Lacrima the Crimson Tears" once per turn.


3 cardMagical Musketeer Caspar 3 cardMagical Musketeer Caspar
Magical Musketeer Caspar
LIGHT 3
Magical Musketeer Caspar
  • ATK:

  • 1200

  • DEF:

  • 2000


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn.


1 cardMagical Musketeer Doc 1 cardMagical Musketeer Doc
Magical Musketeer Doc
LIGHT 3
Magical Musketeer Doc
  • ATK:

  • 1400

  • DEF:

  • 1200


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your GY to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Doc" once per turn.


1 cardMagical Musketeer Kidbrave 1 cardMagical Musketeer Kidbrave
Magical Musketeer Kidbrave
LIGHT 3
Magical Musketeer Kidbrave
  • ATK:

  • 1600

  • DEF:

  • 200


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can discard 1 "Magical Musket" card; draw 2 cards. You can only use this effect of "Magical Musketeer Kidbrave" once per turn.


3 cardMagical Musketeer Starfire 3 cardMagical Musketeer Starfire
Magical Musketeer Starfire
LIGHT 4
Magical Musketeer Starfire
  • ATK:

  • 1300

  • DEF:

  • 1700


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Magical Musket" monster from your Deck in Defense Position, except "Magical Musketeer Starfire". You can only use this effect of "Magical Musketeer Starfire" once per turn.


2 cardMaxx "C"
2 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.


3 cardMulcharmy Fuwalos 3 cardMulcharmy Fuwalos
Mulcharmy Fuwalos
WIND 4
Mulcharmy Fuwalos
  • ATK:

  • 100

  • DEF:

  • 600


If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


3 cardNibiru, the Primal Being 3 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.


2 cardGhost Mourner & Moonlit Chill 2 cardGhost Mourner & Moonlit Chill
Ghost Mourner & Moonlit Chill
WIND 3
Ghost Mourner & Moonlit Chill
  • ATK:

  • 0

  • DEF:

  • 1800


If your opponent Special Summons a monster(s) face-up (except during the Damage Step): You can discard this card, then target 1 of those face-up monsters; negate its effects until the end of this turn, also if that face-up monster leaves the field this turn, its controller takes damage equal to its original ATK. You can only use this effect of "Ghost Mourner & Moonlit Chill" once per turn.


3 cardAbyssal Designator 3 cardAbyssal Designator
Abyssal Designator
Spell Normal
Abyssal Designator

    Pay 1000 Life Points. Declare a Type and an Attribute. Your opponent must send 1 monster with both the declared Type and Attribute from their hand or Deck to the Graveyard.


    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):

      3 cardDark Ruler No More 3 cardDark Ruler No More
      Dark Ruler No More
      Spell Normal
      Dark Ruler No More

        Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.




        Tag(s):

        1 cardFiendsmith's Sanct 1 cardFiendsmith's Sanct
        Fiendsmith's Sanct
        Spell Quick
        Fiendsmith's Sanct

          If you control no face-up monsters, or the only face-up monsters you control are LIGHT Fiend monsters: Special Summon 1 "Fiendsmith Token" (Fiend/LIGHT/Level 1/ATK 0/DEF 0), also you cannot declare attacks for the rest of this turn, except with Fiend monsters. If a face-up "Fiendsmith" monster(s) you control is destroyed by an opponent's card effect, while this card is in your GY: You can Set this card. You can only use each effect of "Fiendsmith's Sanct" once per turn.


          1 cardFiendsmith's Tract 1 cardFiendsmith's Tract
          Fiendsmith's Tract
          Spell Normal
          Fiendsmith's Tract

            Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn.


            3 cardLink into the VRAINS! 3 cardLink into the VRAINS!
            Link into the VRAINS!
            Spell Normal
            Link into the VRAINS!

              Special Summon 1 monster from your hand, but negate its effects, then, immediately after this effect resolves, Link Summon 1 Link Monster using monsters you control as material, including that monster. This Link Summon cannot be negated, also your opponent cannot activate cards or effects when a monster is Link Summoned this way. If a Link Monster(s) you control is destroyed by battle or card effect while this card is in your GY: You can banish this card; add 1 monster from your GY to your hand with the same original Type as 1 of those destroyed monsters. You can only activate 1 "Link into the VRAINS!" per turn.


              2 cardMagical Musket - Cross-Domination 2 cardMagical Musket - Cross-Domination
              Magical Musket - Cross-Domination
              Spell Quick
              Magical Musket - Cross-Domination

                If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.


                1 cardPot of Prosperity
                1 cardPot of Prosperity
                Pot of Prosperity
                Spell Normal
                Pot of Prosperity

                  Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                  Tag(s):

                  2 cardTies of the Brethren 2 cardTies of the Brethren
                  Ties of the Brethren
                  Spell Normal
                  Ties of the Brethren

                    Pay 2000 LP, then target 1 Level 4 or lower monster you control; for the rest of this turn after this card resolves, you cannot Special Summon monsters, also Special Summon 2 monsters from your Deck, with the same Type, Attribute, and Level as that monster, but with different names from each other and that monster. You cannot conduct your Battle Phase the turn you activate this card.


                    2 cardDominus Purge 2 cardDominus Purge
                    Dominus Purge
                    Trap Normal
                    Dominus Purge

                      If your opponent controls a card, you can activate this card from your hand. When a card or effect is activated that includes an effect that adds a card(s) from the Deck to the hand: Negate that effect, then if you have a Trap in your GY, destroy that card. If you activated this card from your hand, you cannot activate the effects of DARK, WATER, and FIRE monsters for the rest of this Duel. You can only activate 1 "Dominus Purge" per turn.


                      1 cardFiendsmith Kyrie 1 cardFiendsmith Kyrie
                      Fiendsmith Kyrie
                      Trap Normal
                      Fiendsmith Kyrie

                        This turn, your LIGHT Fiend monsters cannot be destroyed by battle, also any battle damage you take becomes halved. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters you control, and/or monsters in your Spell & Trap Zones that are equipped to a "Fiendsmith" monster as an Equip Spell, as material. You can only use this effect of "Fiendsmith Kyrie" once per turn.


                        1 cardInfinite Impermanence 1 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.


                          2 cardMagical Musket - Dancing Needle 2 cardMagical Musket - Dancing Needle
                          Magical Musket - Dancing Needle
                          Trap Normal
                          Magical Musket - Dancing Needle

                            If you control a "Magical Musket" monster: Target up to 3 cards in the GYs; banish them. You can only activate 1 "Magical Musket - Dancing Needle" per turn.


                            2 cardMagical Musket - Desperado 2 cardMagical Musket - Desperado
                            Magical Musket - Desperado
                            Trap Normal
                            Magical Musket - Desperado

                              If you control a "Magical Musket" monster: Target 1 face-up card on the field; destroy it. You can only activate 1 "Magical Musket - Desperado" per turn.


                              2 cardMagical Musket - Last Stand 2 cardMagical Musket - Last Stand
                              Magical Musket - Last Stand
                              Trap Counter
                              Magical Musket - Last Stand

                                When your opponent activates a Spell/Trap Card while you control a "Magical Musket" monster: Negate the activation, and if you do, destroy that card. You can only activate 1 "Magical Musket - Last Stand" per turn.


                                1 cardFiendsmith's Desirae 1 cardFiendsmith's Desirae
                                Fiendsmith's Desirae
                                LIGHT 9
                                Fiendsmith's Desirae
                                • ATK:

                                • 2800

                                • DEF:

                                • 2400


                                "Fiendsmith Engraver" + 2 LIGHT Fiend monsters (Quick Effect): You can negate the effects of a number of face-up cards on the field, up to the total Link Rating of Link Monsters equipped to this card, until the end of this turn. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck, then target 1 card on the field; send it to the GY. You can only use each effect of "Fiendsmith's Desirae" once per turn.


                                1 cardFiendsmith's Lacrima
                                1 cardFiendsmith's Lacrima
                                Fiendsmith's Lacrima
                                LIGHT 6
                                Fiendsmith's Lacrima
                                • ATK:

                                • 2400

                                • DEF:

                                • 2400


                                2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.


                                1 cardFiendsmith's Rextremende 1 cardFiendsmith's Rextremende
                                Fiendsmith's Rextremende
                                LIGHT 9
                                Fiendsmith's Rextremende
                                • ATK:

                                • 3000

                                • DEF:

                                • 3600


                                1 "Fiendsmith" Fusion Monster + 1 Fusion or Link Monster Unaffected by card effects, except "Fiendsmith" cards, while equipped with a "Fiendsmith" Equip Spell. You can only use each of the following effects of "Fiendsmith's Rextremende" once per turn. If this card is Fusion Summoned: You can discard 1 card; send 1 LIGHT Fiend monster from your Deck or Extra Deck to the GY. If this card is sent to the GY: You can target 1 other "Fiendsmith" card in your GY or banishment; add it to your hand.


                                1 cardA Bao A Qu, the Lightless Shadow 1 cardA Bao A Qu, the Lightless Shadow
                                A Bao A Qu, the Lightless Shadow
                                DARK
                                A Bao A Qu, the Lightless Shadow
                                • ATK:

                                • 2800

                                • LINK-4

                                Link Arrow:

                                Left

                                Right

                                Bottom-Left

                                Bottom-Right


                                2+ monsters, including a Fiend monster During the Main Phase (Quick Effect): You can discard 1 card, then activate 1 of these effects; ● Destroy 1 card on the field. ● Banish this card (until the End Phase), and if you do, Special Summon 1 LIGHT or DARK monster from your GY. During your Standby Phase: You can draw cards equal to the number of different Monster Types in your GY, then place cards from your hand on the bottom of the Deck in any order, equal to the number of cards you drew. You can only use each effect of "A Bao A Qu, the Lightless Shadow" once per turn.


                                1 cardFiendsmith's Agnumday 1 cardFiendsmith's Agnumday
                                Fiendsmith's Agnumday
                                LIGHT
                                Fiendsmith's Agnumday
                                • ATK:

                                • 1800

                                • LINK-3

                                Link Arrow:

                                Top

                                Bottom-Left

                                Bottom-Right


                                2+ monsters, including a LIGHT Fiend monster Once per turn (Quick Effect): You can target 1 LIGHT non-Link Fiend monster in your GY; Special Summon it, and if you do, equip this card you control to that monster as an Equip Spell with the following effects. ● The equipped monster gains ATK equal to the total Link Rating of Link Monsters equipped to it x 600. ● If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.


                                1 cardFiendsmith's Requiem 1 cardFiendsmith's Requiem
                                Fiendsmith's Requiem
                                LIGHT
                                Fiendsmith's Requiem
                                • ATK:

                                • 600

                                • LINK-1

                                Link Arrow:

                                Bottom


                                1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn.


                                1 cardFiendsmith's Sequence 1 cardFiendsmith's Sequence
                                Fiendsmith's Sequence
                                LIGHT
                                Fiendsmith's Sequence
                                • ATK:

                                • 1200

                                • LINK-2

                                Link Arrow:

                                Bottom-Left

                                Bottom-Right


                                2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn.


                                2 cardMagical Musketeer Max 2 cardMagical Musketeer Max
                                Magical Musketeer Max
                                LIGHT
                                Magical Musketeer Max
                                • ATK:

                                • 1000

                                • LINK-1

                                Link Arrow:

                                Bottom


                                1 Level 8 or lower "Magical Musket" monster If this card is Link Summoned: You can activate 1 of these effects; ● Add "Magical Musket" Spells/Traps with different names from your Deck to your hand, up to the number of monsters your opponent controls. ● Special Summon "Magical Musket" monsters with different names from your Deck, up to the number of Spells/Traps your opponent controls. You can only use this effect of "Magical Musketeer Max" once per turn. During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand.


                                1 cardD/D/D Stone King Darius 1 cardD/D/D Stone King Darius
                                D/D/D Stone King Darius
                                EARTH
                                D/D/D Stone King Darius
                                • ATK:

                                • 1900

                                • DEF:

                                • 1000


                                2 Level 3 Fiend-Type monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 "Dark Contract" card you control; destroy it, and if you do, draw 1 card. If this card battles an opponent's monster, during damage calculation: You can detach 1 Xyz Material from this card; make this card unable to be destroyed by that battle, destroy the opponent's monster that battled it after damage calculation, and if you do, inflict 500 damage to your opponent.


                                1 cardD/D/D Wave High King Caesar 1 cardD/D/D Wave High King Caesar
                                D/D/D Wave High King Caesar
                                WATER
                                D/D/D Wave High King Caesar
                                • ATK:

                                • 2800

                                • DEF:

                                • 1800


                                2 Level 6 Fiend monsters When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.


                                1 cardDivine Arsenal AA-ZEUS - Sky Thunder 1 cardDivine Arsenal AA-ZEUS - Sky Thunder
                                Divine Arsenal AA-ZEUS - Sky Thunder
                                LIGHT
                                Divine Arsenal AA-ZEUS - Sky Thunder
                                • ATK:

                                • 3000

                                • DEF:

                                • 3000


                                2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                                Tag(s):

                                1 cardNumber 77: The Seven Sins 1 cardNumber 77: The Seven Sins
                                Number 77: The Seven Sins
                                DARK
                                Number 77: The Seven Sins
                                • ATK:

                                • 4000

                                • DEF:

                                • 3000


                                2 Level 12 monsters You can also Xyz Summon this card by using a Rank 10 or 11 DARK Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn: You can detach 2 Xyz Materials from this card; banish as many Special Summoned monsters your opponent controls as possible, then attach 1 of those banished monsters to this card as Xyz Material. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 Xyz Material from this card instead.


                                1 cardNumber 84: Pain Gainer 1 cardNumber 84: Pain Gainer
                                Number 84: Pain Gainer
                                DARK
                                Number 84: Pain Gainer
                                • ATK:

                                • 0

                                • DEF:

                                • 0


                                2 Level 11 monsters You can also Xyz Summon this card by using a Rank 8, 9, or 10 DARK Xyz Monster you control with 2 or more Xyz Materials as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) This card gains DEF equal to the combined Ranks of all Xyz Monsters you control x 200. While this card has Xyz Material, each time your opponent activates a Spell/Trap Card, inflict 600 damage to your opponent immediately after it resolves. Once per turn: You can detach 1 Xyz Material from this card; destroy all face-up monsters your opponent controls with DEF less than or equal to this card's.


                                1 cardD/D/D Deviser King Deus Machinex 1 cardD/D/D Deviser King Deus Machinex
                                D/D/D Deviser King Deus Machinex
                                DARK10
                                D/D/D Deviser King Deus Machinex
                                • ATK:

                                • 3000

                                • DEF:

                                • 3000


                                [ Pendulum Effect ] While you have a card in your other Pendulum Zone: You can target 1 Pendulum Monster you control or in your GY; Special Summon the card in your other Pendulum Zone, and if you do, place that targeted Pendulum Monster in your Pendulum Zone. You can only use this effect of "D/D/D Deviser King Deus Machinex" once per turn. [ Monster Effect ] 2 Level 10 Fiend monsters You can also Xyz Summon this card by using a "D/D/D" monster you control as material. (Transfer its materials to this card.) You can only control 1 "D/D/D Deviser King Deus Machinex" in your Monster Zone. Once per Chain, when a Monster Card your opponent controls activates its effect (Quick Effect): You can either detach 2 materials from this card, or destroy 1 "Dark Contract" card you control, and if you do, attach that opponent's card to this card as material. Once per turn, during your Standby Phase: You can place this card in your Pendulum Zone.




                                More OCG Info

                                Magical Musket Breakdown

                                 

                                 

                                 

                                 

                                 

                                 

                                 

                                 

                                 

                                 

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