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Tinkerer

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Egyptonia

 

Invocation of the power of a God!

 

This is an archetype designed to Summon, protect, and feed the Egyptian God cards, but to do this, they actually do very well at getting fodder on the field in general, trying to avoid using the Normal Summon necessary to actually bring out your god of choice.

 

 

It's an archetype of several different Levels, so cheap Xyz are all but out of the question, but if you want to Synchro Summon in this archetype you'll only really need to bring your own Tuners. However, what they excel at, and what they've been designed for, is making your gods as invincible as they wanted to be.

 

You see, each Egyptonia monster grants an effect to any DIVINE-Attribute monster it's Tributed for- be it something as simple as attack boosting or a basic OPT destruction effect, to more complex things like a Relinquished-esque effect or even destruction, targeting, or Tribute immunity. They even add a new DIVINE-Attribute monster, based on another member of the Egyptian pantheon! Every effect that you might need a boss to have is here . . . although it's practically an afterthought.

 

Like mentioned before, these guys spam very well, without using the Normal Summon, and they can search the Egyptian Gods decently well, but they're just do damned good as an engine that you can practically ignore the last line on every archetype member's text. The only people who will actually use the archetype for its intended purpose will probably be casual players who make boards of one of each Egyptian God.

 

Cyrillux

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Cyrillux

Link-centric archetype of DARK Cyberse monsters with a computer virus theme. Their core playstyle is swarming rather easily from the hand with inherent Summon conditions, then they Tribute themselves to target a Machine, Psychic or another Cyberse on the field, replacing their original effects with a new one. Finally, once that monster leaves the field, the Tributed monster comes back, and if it's a Link monster, or a monster with a high Level, it can Summon a Token along it with the same ATK/DEF, as a reference to being duplicated.

Now, normally they can sustain each other with a decent degree of success since they offer additional effects when they "hijack" fellow archetype members, but if the opponent happens to control Machine, Psychic or Cyberse monsters... yeah, they have an inherent advantage over them by disrupting them with their effect replacement effects and floating out of them; in fact, the Link and high-Level archetype monsters have the ability of giving you control of the "hijacked" monsters.

Spell/Trap support include recovery from the GY to the hand since they can be dropped on the field easily, disruption like turning opponent's monsters into Cyberse for 1 turn, taking control of 1 "hijacked" monster the opponent controls, and Summoning copies of an archetype monster you currently control (duplicating it). They also benefit from DARK recovery cards like Dark Eruption and Recurring Nightmare.

 

 

Next:

Skelechoes

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  • 2 weeks later...

DARK Zombies that focus on Link Summoning [eventually we gotta fill out the Type roster because Links aren't supposed to be "promote Yusaku's sheet and go home"]. But yeah, true to form, they focus on heavily milling themselves and then reviving to summon Link Monsters in rapid succession. Their Main Deck is great and can easily summon copies of themselves if done correctly, whereas the support cards further aid that goal. The Extra Deck is mostly Link 1 to Link 4 monsters, with some Fusion/Xyz if you can find space. The weaker members are purely generic with great markers, whereas the higher ones require a bit more effort but are still techable outside their own Deck. They just become a lot harder to remove if you use purely Skelechoes monsters to summon them, and laddering helps. 

 

Just bulk your effect protection though, because the drawback is that if an ED monster goes, every Archetypal member goes down with them. Hive / lemming mentality if you will. 

 

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Wheelchair Association

(Uh yeah, do whatever you want with this one)

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Come on Sakura, now that's outright awkward. But I will tackle the prompt:

 

Wheelchair Association

Unlike what the name implies, Wheelchair Association (W.A.) is a Link-centric archetype of LIGHT Warrior and Beast-Warrior team of wrestlers who have running gimmick: involving wheelchairs in their fights. Similar to how sometimes wrestlers will grab a chair and smack the opponents, these wrestlers grab actual wheelchairs and do all sort of stunts with them on the ring. From smacking, to actually sitting and riding them while the foe is down to literally run over them. That sort of fun stuff.

Mechanic-wise, they are an Equip Spell based archetype that are able to Equip, as you can guess, Wheelchair Equip Spells from pretty much anywhere, so clogging the Deck with too many Equip Spells or running out of Equips to power up the monsters are not issues. The Wheelchair Equips have grave effects that make them more useful, and they also have an archetype Equip reborn (e.g. Spellbook of Life). Moreover, support Spell/Traps have effects that equip a Wheelchair to a W.A. monster and then apply a secondary effect related to a stunt, namely the aforementioned "running over the opponent" or smack it down with the chair. The Link monsters, especially the Link3 or higher (if any), gain protection effects when they are pointing to monsters and/or have Wheelchairs equipped, so they can also more or less play the boss playstyle by Linking and stacking Wheelchairs on a big Link monster, that or just mess around with the lesser Link1~2 monsters.

Flavor-wise, they challenge Goukis in wrestling matches.

 

 

Next:

Lebladef

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Lebladef

 

Answering the age-old question of just how French you can make an archetype!

 

Generally speaking, the goal here is preventing your opponent from getting to attack, as any successful attack from your opponent on any of the monsters bounces your entire board. How do you accomplish this goal? Every way under the sun!

 

See, the fun thing here is that the monsters are almost entirely irrelevant, except to make the Spell/Traps live: each of the archetypal S/T requires that you control archetypal monsters, requiring a given number, or a certain combined statline, otherwise they negate themselves. As such, Lebladef monsters just sorta haphazardly crap themselves out, but without any kind of defined ED goal in mind.

 

The S/T on the other hand . . . The primary effect of Versailles acts like Dark Sanctuary, they've got a guillotine that lets you OPT use Dakini's "kill one of your own monsters now" effect, a food-themed card that might as well be a Mirror Force, and even a card that finally brings back Ancient Lamp's unique "attack your own monster" effect! All of them take the "attack prevention" gimmick to its most logical conclusion, by making it very damned difficult for your opponent to get off any of their attacks to go through.

 

So, essentially, this is an archetype where having a big frontrow presence doesn't amount to anything unless you drew one of their S/T, but the S/T are a massive brick without the monsters. Getting your ratios right can and will be a pain, but it's a pretty unique experience to be sure.

 

Oh yeah, and be prepared to lose every last one of your friends.

 

Flipside

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Flipside

 

Oh, these guys are fun. You'd think by their name that they use a lot of Flip effects, right? Nope. What they like to do is more metaphorical. These EARTH Fiend-type monsters are all based on clowns, hence why they like a good joke. Okay, there's more to the archetype than that.

 

Flipsides like to flip the turn of battle. One second, your monster is weaker, but then it has the option to "flip" its ATK with its DEF or those of its opponent, changing the end result of the battle. They all have effects similar to these, but then the battling monsters' stats return to what they were beforehand. Must suck when they fight Five Headed Dra- Except that they have a boss. This guy's effect instead switches his ATK with his opponent's, and instead of his ATK returning to normal, he keeps it. Unlike his underlings, his effect isn't optional, which can leave him vulnerable to a low-level monster like Kuriboh. Did I mention he's a Synchro Monster?

 

Their Spell/Trap support focuses on multiple fronts. Attack negation and damage prevention? You got it. Power boosts? Yep. Summoning? Oh yeah. What's really fun, though, is the Trap Cards that equip on to your Flipside monster, allowing its changed ATK to remain constant and incapable of changing. No more worrying about those stupid Kuribohs, am I right?

 

Kuriboh Brothers

Because the idea was in the show but ended up not really becoming a thing. It's sub-archetype time!

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Archetype of Level 1 Fiend monsters. They've all still got their effects from the anime, such as Kuribeh's self-Summon effect. However, they also have other effects to help search them and their Spell/Trap Cards just for consistency's sake. Five Star Twilight is a given, but they've even got Spell/Trap Cards to increase their ATK, given how by themselves they're easy to run over. Sure Kuribabylon's a given, but even it is buffed from its anime version. It's the archetype best suited for cards like Kuribohrn, as well as any other Kuriboh monsters

 

Trick-or-Treat (Because Halloween)

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Trick or Treat

 

When ghosts and goblins by the score / Ring the bell on your front door / You'd better not be stingy or / Your nightmares will come true . . . boo!

 

This archetype is just absolutely adorable, mostly being EARTH Psychic-Type retrains of terrifying DARK monsters and radiant LIGHT monsters from throughout the game's history- think Nekroz and you're mostly there. Each member is actually a child dressed up as the monster in question: for example, a Trick or Treat version of DAD is a little boy covered in little blades that are obviously just cardboard.

 

The interesting thing, though, is the way their support works. While the kids are fairly good at keeping to the basic thematic, your S/T send the kids on little trick-or-treating missions that work sorta like Magic Drain- your opponent can pay a defined, specific cost that would set their hand, board, or LP behind . . . or let your combos start to go off, a prime example being a triple archetypal Foolish Burial. If they don't want to pay, or can't for whatever reason (ohai "your opponent can Tribute a Synchro monster they control, or banish one from their Graveyard" as a possible cost), your plays start.

 

That's kinda where the fun stops though. If your kiddies get their treats, they won't be mischievous enough to play their tricks, so each individual card in the archetype functions as a resounding "if". And, without your S/T to make your plays, the kids can wind up as bricks more often than not, clogging up your hand because your opponent had the ability to pay the cost.

 

It's a hell of a lot of fun when it works, but it doesn't always work.

 

Crabyss (crab + abyss)

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Crabyss is an archetype very similar to the Goblin series of cards. They are high attack monsters with no defense that switch to defense position after attacking and cannot be switched back to attack position until your next turn, making them easy to trample over. The saving grace, however, is their link laddering power in that they have an impressive amount of link 1 and 2 link monsters, which allows for going into the high link monsters such as firewall dragon and decode talker, as well as tropical bomber dragon(not the exact name, but close enough). They do this thanks to Gateway of the Six v.2 which lets them swarm from your hand, then from the grave with the condition that a monster with that name can only be special summoned once per turn.

 

Lazytown

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Lazytown is an archetype of Warrior-type monsters that focuses on protection. Well, other than Robbie Rotten. He focuses on destruction of your opponent's cards. Their only Extra Deck monster is a rank 4 Sporticus card, that is kinda a boss. He allows you to not only special summon archetypal monsters, but also to search your monsters. They have Spell cards that are based on fruits and vegetables to boost them up statewise, and also to revive them. This is about it. Their biggest downfall is not only inconsistency, but also being a small archetype they can't make many plays.

 

(Hey, you gave me a crazy prompt, so I gave you a crazy response.)

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Cemetarian

(You don't have to, but I would appreciate it if these were LIGHT Zombies)

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A.K.A less somber and edgy looking cousin of Gravekeeper Archetype

 

When you think of a cemetery you probably thinking about sad and potentially scary place filled with dirt and dead people waiting to jump off they grave. well thanks to these guys (and girls) all cemetery under their care is a definitely cleaner, tranquil, and probably less sad than you might think earlier also the dead probably less willing to jump-up and actually enjoy their lengthy rest. these not-so-undead-looking LIGHT Zombie depict various profession that a cemetery need to keep the aforementioned positive environment like Gardeners, Gravedigger, Tombstone Sculptor, and many more

 

as for their play-style, unlike total GY shutdown like their GK cousin. these guys interchangeably soft-lock the GY while also gaining extra effects when certain card is stayed in GY. this is achieved with both simulate additional cost for using cards in GY similar to "Gravekeeper's Servant" or "Tyrant Tantrum" and GY based copy effect like SKDSV or Neptune

 

Adu Batin (do as you will. but for slight trivia: "Adu" is indonesian for "facing off" more on the context of fight or compete while "Batin" means "Consciense" or "deepest corner of heart/soul where either emotion or latent spiritual prowess of self is located")

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Adu Batin are an archetype of astral-projecting Psychic-types. They love direct attacks, both giving and recieveing them. When receiving, they special summon themselves (I'll let you decide from where), and giving they have delayed-advantage effects. They are fairly consistant, but because they all cab direct attack their stats are pretty meh.

 

Abyssal Echo

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Abyssal Echo

 

Can anyone see down here - here - here?

 

This Sea Serpent-Type archetype is just uncomfortable to play, either as or against. They all share a gimmick where each one floats into a lower-Level member from the hand or Deck when it gets sent from your hand or field to the Graveyard (no matter how it got sent there, Kaijus can suck a lemon), which means that you don't want to Xyz most of the time, because A) you likely won't ever have two members with the same Level on board and B) you ruin your own floating effects that way. Synchro is pretty much out, too- while they have Tuners and decent spam/revival capacity, most of those Tuners have really bad Levels (shout-out to Banksia Ogre), and anything from outside the archetype is more than likely just going to kill your engine's efficiency.

 

What you want to do with this Deck is Ritual Summon, and while their Rituals have amazing effects . . . most of your Ritual Spells generally kinda suck. Not for being completely awful, but for the fact that they have the Nekroz restriction. Your Levels need to be exact, which means that this Deck can't abuse a Ritual to get out a free high-Level monster from the Deck, and given the stated difficulty with ED plays it's not like you'll ever reliably have bosses on board.

 

But when you do . . . things get serious. The theme behind the effects of the Ritual monsters is aggressive advantage grinding: killing off your opponent's resources through destruction, negation, and banishing, doing battle damage, then going plus off the damage you do. If you don't kill your opponent quickly with big ATK numbers, they'll still be mostly unable to take you down before you finish them off because you got rid of their comeback play before they could use it.

 

The names around here are sound-based, with the lowest-Level monsters having names based on the quietest sounds, and your big Ritual bosses having names based on ear-splittingly loud noises.

 

Deck Constrictor

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I'm taking this one because I just need to.

 

Reptiles based off snakes that Lol love milling. With effects that mill the opp whenever they do something (like special summon, attack, activate effects, etc) and turn-lasting power boosts that come with them, these things can pack quite a punch to combo heavy decks. The spells and traps help with field presence, both establishing and holding. Their stats are average at firsr but can reach monstrous levels with the boosts, and if you really want to win via mill, their boss can make the others forgoe their boosts for additional milling.

 

Bo-vine (a play on bovine (cow family) and vine.)

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(Can I make a Cow pun now? No...okay)

 

Plant monsters that resemble bovine animals and are handily named Rex (some double-sounding word related to plants). They focus on a mixture of aggro and control plays, using the weaker monsters to soften the opponent, while you summon 3000+ boss monsters to curbstomp the opponent. Fittingly, the best monster they have is called Lord Bovine the Amazing Cow, which boasts considerable immunity and effects, but requires a bit of effort to make. They are heavily combo-reliant so make sure you tech every viable Plant support you can in addition to their backrow, in which there is plenty. 

 

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Link Generator Rebellion Trio

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The Link Generator Rebellion Trio are, as the title says, a trio of monsters of differing types and attributes. While none of them are higher than level 3, and no member tops out at more than 1600 in either stat, their real strength lies in their effects, which allow them to summon Tokens en masse, to either player's side of the field. This of course allows for quite a bit of Link summon shenanigans, but your opponent likely won't want to use their free Link fodder. Why? Because all three monsters have some very potent anti-Link effects. The archetypes also has one spell and one trap, both with effects involving Tokens, with bonuses if both players control a Token. They both are almost entirely advantage/search cards, making this little 5-card archetype a nice mini-engine to splash into whatever deck needs a bunch of Tokens.

 

Gigantic Galaxy

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Archetype of high Level LIGHT and DARK monsters. While they're high Level, they are also very fragile, sporting very low ATK and DEF. This is due to how easy they are to Summon. They focus primarily on Xyz Summoning. The Xyz monsters focus primarily on removal. However, if they themselves leave the field, they've each got a strict "once per turn" clause effect that allows you to Special Summon one of the Main Deck monsters, along with protection against destruction until your opponent's End Phase.

 

Galvanic

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Galvanic

EARTH Machine-Type monsters.  Maybe their mechanics looks like Inzektor-ish, but they focuses on various ranks of Xyz Summon. As you can see, they can change their Levels based on equipped monster(archetype monster or outsider). Base levels ranges  3-6. With effects, this range expands to 1-10, which is more viable for trains(maybe?). They have 2 different effect texts: triggers on equip, equip effects.(such as ATK/DEF increase, battle/effect immunity). Besides this, archetype has only 1 continous spell , 1 continous trap card, and 2 Xyz monsters (Rank 5 and 7). Other Extra Deck cards are up to you.

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Alchemic Servant

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Alchemic Servant

 

No Attribute-based Fusion or Synchro archetype has any excuse to be sheet anymore.

 

Types aren't exactly coherent here, and with members of every Attribute you don't have generic Attribute support going for you either. What you do have is your choice of one or more of three concise, intelligent engines of six, that make making plays more valuable in general: If one of them gets Tributed or used as Material for a Summon, it grabs another one right from the Deck. Not only that, but they're also best buddies with Attribute Fusion archetypes (HERO, Shaddoll, Invoked), because their unique effects are generally focused on getting/recycling resources or cycling through cards in your Deck.

 

Because their three engines live at Levels 3, 5, and 7, each one also comes pre-packaged with their own solid pool of accessible Xyz in case you build up field presence with the Servants . . . but it's kinda unlikely, given that most members of the archetype don't have self-Summoning effects, and those that do don't cycle directly into each other.

 

Funnily enough, they do have their own Attribute Fusions in case you wanted to run them pure, but, well . . . good luck. They don't do anything particularly special, besides occasionally mildly threatening effects based on battle or protection.

 

Strike Maiden

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Strike Maiden

 

The servants and former comrades of a dying king, vanguarding the front of a losing battle. They're Level 2 and 4 Warriors and Spellcasters with the ability to change the targeting of attacks and effects to other appropriate cards, usually amongst themselves. The Traps however, do not give your opponent the benefit of the doubt. You can deflect your opponent's attacks and targeting effects at cards they control, which can leave your opponent scrambling to figure out what to do (unless they have Raigeki in which you're pretty screwed). 

 

Some of the Main Deck monsters have effects if they're targeted by attacks and/or card effects as well, so diverting the targets to the appropriate monsters can be beneficial. 

The Extra Deck monsters include an archetype Quick Effect Bahamut Shark (Link Format says hi though) that diverts targeting to the monster you Summon with it. 

 

Oh finally, you can target your own monsters for their effects, so having effects amongst themselves that target cards may be useful.

 

References would be Patrician of Darkness, Roulette Spider, and maybe Mystical Refpanel for OCGrammar if you want to do crazy stuff.

 

 

Next: Limelit/Limelight

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The Limelight monsters are a set of Psychics of different Attributes and levels whose focus is Special Summoning their Extra Deck Monsters... so that they could get sent to the GY. The Limelit ED bosses go out with a bang as they steal the show a single time before destroying themselves during the End Phase and Special Summoning their materials. However, each ED boss has a secondary effect while in the GY that give a passive boost or protection effect to all the Main Deck Limelights. Most of their Spell/Trap support are basically better archetypal versions of Urgent Tuning/Wonder Xyz/etc that can also modify levels, attributes, even names. Notably, they have too many Extra Deck members that they cannot all be run in 1 deck.

 

Jagg

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Jagg

An archetype of WIND Zombie dancers that move like jagger and the wind. Really, the higher monsters, such as Links and Xyzs, are actually named "Jagger". Their playstyle is tagging each other out from the hand during the MPs to trigger plusing effects and stuff, in a similar way dancers switch places in hip hop and breakdance "battles" and whatnot. Think of Glad Beasts or Hands that don't rely on the Battle Phase, but instead are required  to be on the hand instead of grabbing themselves from the Deck. Therefore, their Spell/Trap support is dedicated to getting a many Jagg monsters on the hand as possible, even if you can't Summon them all at once, since they just tag each other.

Unlike most Zombies, however, they don't appreciate milling nor banishing, so the plenty milling support Zombies have won't be too beneficial. You can try tech a few toys to get them on the GY and grab them back with their Spell/Trap support, or stuff like Mezuki for the grave reborns, but you will have to dedicte deck space to their archetype cards.

 

 

Next:

Calabarian

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Calabarians are DARK Aqua monsters based on barbaric octopi. Octopuses. Whatever the plural of octopus is.

 

Anyway, they like to do some deep-sea diving on the field. Basically, they can put themselves into an invulnerability mode for a turn, but they become almost useless; if you don’t control any other monsters, your opponent can attack you directly. However, they cannot be attacked or removed from the field by card effects until your next Standby Phase, making the sacrifice potentially worth it. Some gain additional effects during this time, such as piercing and burn damage.

 

They’re good at Summoning their Xyz bosses, with the ability to swarm their lower-level monsters, Xyz Summon with them, and then use their in-archetype RAM cards to get up to their ultimate boss, who is a Rank 10 with 4500 ATK and piercing damage even if he’s not invulnerable.

 

RAM’d Behemoths

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RAM'd Behemoths

 

You know everything that sucks about 2-tribute monsters, right? Well each of these big bad boys are 5-tribute monsters with 0 in-archetype help. However, if a single one of these things gets summoned, he cracks open a cold one and pulls in all the boys. It's overkill at its most glorious what with each of them having 3000 ATK + various battle related effects.

 

The only consolation to all of this is that they have traps. Lots of traps. And these traps can help redirect opponent monster attacks to your Behemoths in-hand. As such, they can literally win without ever getting summoned.

 

It's literally 0 to 100 with these monstrosities. No middle ground *shakes head*

 

Battlefield Plasterer

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Battlefield Plasterer

Link-centric War-themed DARK Rock monsters that look more like black clay than rocks or stones. Think of Sand Moth and clay golems. Their main gimmick is locking and unlocking Zones on the board, including your side, to enable their effects and in a way manipulate the battlefield. In combination with stuff like Ground Collapse, etc. they also can make for nasty yet vulnerable or temporary locks. Depending on the number of locked and/or unlocked Zones, they get to activate or apply their effects. Naturally, stronger effects require more locked Zones. The Zone-pointing mechanic of Link monsters assist with this strategy. A side gimmick is their ability to spawn from said locked Zones, first negating the Zone-locking effect of course, and from pointed Zones as well, granting them some swarming and disruptive capabilities by, for example, giving the opponent a monster they don't want or harms them.

 

 

Next:

Auruntula

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