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Tinkerer

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Payroll Rooster

PAYDAY! These LIGHT Winged Beasts need to put in work to get paid, just like anyone on the payroll- they have kinda underwhelming effects at first, but using the effect of any Payroll Rooster puts a Work Counter on it, which you're going to need. They have really good protection for their ease of Summon and they have great protective S/T, so you don't need to worry too much about boardwipes eliminating all the hard work you've put into accruing Counters . . . and your Standby Phase is payday, when you get a tiny bit of Life Points for each Work Counter on the field, from each of your workers. Then you're going to want to go into their archetypal Synchros, which have the advantage of being basically better Aromages- One on-Summon consistency-boosting effect, one Continuous Effect if you already have higher LP than your opponent, one effect that triggers when your LP go up. So, did all your Work Counters go to waste? No- your Field Spell holds onto the accrued work of your archetype members that got used as Synchro Material, and they can come back to their old pay rate once their vacation in the Graveyard is over. Basically, Synchrons, Yang Zing, and Aroma had a party, but someone got drunk and invited Spell Counter Magicians and Majespecter.

 

Inaudible Resonation

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Inaudible Resonation

 

An anti-Extra Deck Synchro archetype of small monsters of differing types. They can Synchro Summon from the hand, but when they do, the monster they summon has its effect negated temporarily.

 

Aside from their hand summoning, they all have a quick disruptive grave effect that can only be activated as long as you control a Synchro monster. Surprisingly, their boss is a level 10 main deck monster that needs 2 Synchros to Summon.

 

Frostburn

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They so cold it cause burning...based on real-life phenomenon of "Frost Burning" these unorthodox combination of WATER Pyro-Type monsters provide a surprising aggression aspect to WATER Decks strategy. these guys soft-lock your opponent REDMD-esque style by forcing your opponent to either pay or lose LP each time they trying to active an effect for each Ice Counter on that card +200. and yes they support Ice Counters-based strategy. but not just that.... their Synchro and Ritual (yes again...they have those 2 Summon type as boss monster option) has various control-LP decrease effect that triggered by either on summon or when your opponent pay LP to play cards other than paying via Frostburn punish effect

 

Maniacurl

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Maniacurl

 

A set of fatal femmes of the Psychic variety. They specialize in avoiding confrontation at all costs by rebounding all targeted effects and attacks. However, that only works as long as they can focus (stay in attack position). After a while, they must recharge (go into defense position) which is why they pack loads of nasty surprises (traps) for anyone who may seek to attack them while weakened.

 

Their main deck spans levels 2-4, giving them access to a vast Xyz pool. They also have some pseudo-generic Xyzs of their own (needing Psychic-types) that help the Maniacurl's overall rebounding playstyle by forcing the opponent to play aggressively while keeping the rest of the Maniacurls in good condition (attack position).

 

Poker Palace

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(Are you at least 21 years of age? Y [   ] N [    ])

 

If you checked Y, proceed. If no, go somewhere else.

 

===

A Deck dedicated to high stakes plays based on poker hand combinations. Their Main Deck is named after the different levels of Japanese nobility (or the European one if somebody complains about Asian imperialism), and fitting have effects that mirror the power of their poker hand plays. Fittingly, the Emperor/Empress cards have an effect that represents the royal flush; reset the opponent to their lowest state, but in doing so, you need a good amount of set up and luck. Fortunately (for you), their support cards do enable you to make the aces faster, but you still gotta put work into it. This isn't to say that the lesser members are weak; they are, but they can do enough when needed and they'll save your tail when needed. Run the supports at 3, or you're doing it wrong. 

 

Also make sure you have a lot of money, because gambling in poker isn't cheap in Vegas. Now you understand why you need to be 21?

===

 

P.S. I'm 22, but I'm not going Vegas anytime soon.

 

===

High Beast

(I totally didn't rip this from CFV...)

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[spoiler= Oh screw you Sakura]

Poker Palace

A very funny archetype composed of 13 Main Deck monsters (Levels 1-10 and 3 Level 11 monsters), and an absurd number of Continuous Spells fighting to treat themselves as the archetype Field Spell, "Poker Palace", while on the field and in the Graveyard. Ironically, because all the monster members search for cards that treat themselves as "Poker Palace", the Field Spell itself is the least searchable card in the archetype. Anyway, all the numbered members, from Ace to 10 have a variant of Mahad's Summoning condition, letting you SS them if you draw them during the Draw Phase, and the 3 royalty members have a variant on Blue-Eyes Alternative's condition, being semi-nomis that you SS from the hand by revealing other archetype members from your hand with a total Level of 11 or higher. Naturally, the different Poker Palace wannabes cheat a bit by extending your Draw Phase and upping the Level of revealed monsters, making it easier to get your monsters fielded. Then it's off the Extra Deck, with archetype Fusions whose Materials check for a certain combined Level, almost making them ED Rituals (especially since it's things like "Poker Palace" monsters with a combined Level of 16 or more). Despite all this, they're relatively simple: Huge frickin' beatsticks that boost and protect each other.

 

 

 

High Beast

Religion-based LIGHT Beasts. Very hierarchical, with regular members representing religious figures (ie, priests, rabbis, imams, oracles), and Ritual members representing deities and mythical figures (ie, for Greek mythology, there could be a Jason member), with the Rituals' Levels representing the power each deity is supposed to have (with the Judeo/Christian/Muslim shared "all-powerful" one being the only Level 12). In terms of how they function, think about Shaddolls and Gusto of all things- impeding your opponent's plays, and literally everything is both easy to recycle and has an effect in the Graveyard, up to and including your Rituals shuffling themselves and one of your Ritual Spells back if they get sent. Irritating as all hell, but actually very easy to stop if you pay attention to one little detail: If they run out of cards in their hand, all their cards negate themselves.

 

Slow Lyre

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A group of talented, beautiful young men, serenading your opponent and their monsters with sweet string music and honeyed words. This trio flips the opponent's cards of one type down, sends them peacefully to the graveyard, and then banishes them to the land of sweet dreams for good measure, in one smooth, undeniable combo. Now, they take a few notes from the Reactors in that they have a big, hunky Main Deck boss monster summoned once you control all three of them, but you don't have to stop the music: he just joins the fun, and his effect protects his little boys from your opponent's cards and effects, so you can just sit back and enjoy the music while your opponent slowly runs out of cards. The trio is somewhat lacking in ATK, only one of them even reaching the 2000 mark, but they make up for it by not having to fight most of the time! After all, why fight when you can...

 

Ugh, my soul cringed. Not finishing that on pain of death. Speaking of!

 

Underworld Fighter (Balmung deserves an archetype, dammit.)

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Underworld Fighter

DARK Warriors that are essentially what happens when Dark World meets Fire Kings, with a hint of just Graveyard Continuous effects like Marie the Fallen One. Essentially, this is an archetype that doesn't really care about Skill Drain, because all their effects activate in the hand and Graveyard. Level 4 and lower in the Main Deck, with an "if this card is discarded, or destroyed by an effect" clause common to them all. Then, of course, what you do is discard and destroy your own stuff like mad, because it makes you go plus and sets up your Synchro plays. Your Synchros are generally laddered because of the low Levels you have access to, and the higher Levels you reach the more stuff you get back to Synchro again, along with an additional effect (all the way up to your Level 11, which states "If this monster is destroyed, you can Special Summon up to 3 "Underworld Fighter" monsters from your Graveyard, and if you do, banish 1 card from your opponent's hand, field and/or Graveyard for each monster Summoned by this effect"- yup, another archetype Trish). But wait, there's more! A Continuous Spell that lets you draw 1 card if you discard any number of cards . . . and, in the Graveyard, it's basically Supply Squad. The best way to fight this Deck, though, is time and battle, because most of their monsters are very weak, so they're going to need to keep Synchro laddering . . . and it is very easy for them to accidentally Deck themselves out before they have the exact Levels they need for a Synchro. Oops.

 

Gelatin Creature

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Gelatin Creature


 


Think Senet Switch meets Duston. These level 1 Aquas love to multiply with all of them having the (non-once per turn) effect of tributing themselves to Special Summon different colored tokens to an empty zone in the same column and an empty zone in the same row.  Some of these colored tokens have beneficial effects (forced opponent targeting, opponent LP burn, control swap, etc), while others have negative effects (self-burn, attack delaying, etc).  The idea is to give your opponent a bunch of the self-hurting tokens and stall them out with their 1 easily searchable, easily recyclable, ridiculously OP counter trap: Gelatin Creature's Osmosis (which is essentially a Toadally Awesome on any summon, activation, or effect, but with the condition that it can only counter something in the same column as one of your Gelatin Creature monsters/tokens).


 


If YOU happen to be stuck with a bunch of tokens, however, you can easily ditch them with their 5 monster contact fusion that is essentially a big Mokey Mokey King.


 


Triumpirate (triumvirate + pirate)


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Triumpirate

3 huge WATER Warrior-Type Synchro bosses are the point of this archetype- think Nordics except with an actually good Main Deck. Now, the big thing about these bosses is the synergy their effects have with one another (one gives archetype members additional attacks, one lets you snipe a card from your opponent's hand if you deal Battle Damage, and one lets you discard to search . . . and if all 3 are out, they all gain a Towers clause), so obviously instead of making multiples of one you're going to try to make all three (basically, instead of going triple Quasar, going Quasar/Sifr/Blazar). Their shtick, though, is the frankly absurd amount of search and recovery power, but little in the way of actually getting much of anything on the field- think Genex, but EVEN MORE SEARCH. However, you're in luck: You have not one, not two, but three different cards that give you the chance to Special Summon things you search, upping your chances of actually accomplishing things. And, just in case your opponent does kill one of your huge bosses, you actually have a card that literally just recovers one of those three with more ATK than last time.

 

Weather Orchestra

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Weather Orchestra

 

Remember what the Traptrix did for Trap Holes? Well, these balls of fluff do the same for the Revealing Light cards. They help the stuff get to the hand and on the field, as well as plus off the activation of these cards. However that's where the similarities to the Traptrix end.

 

Their real goal is to give the opponent their face-up cards, but in doing so, they begin to hit the opponent's more valuable resources (Hand, Graveyard and Extra Deck). Their Spell/Trap lineup is fairly extensive but mostly consists of continuous cards that do a variety of things from increasing consistency to mass power-plays. The one common thread between the spells/traps is that they have an effect that activates when given to the opponent.

 

Glohst (Glow + Ghost)

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Glohsts. LIGHT Zombie Pendulums, with a twist. Their Field Spell is important: Stoneless Cemetery. This plain is really just dark and spooky since you can't see the floor. Once per turn, you can place a Glow Counter on it, and restricts attacks from non-LIGHT monsters. Weird, until you see the monsters: Basically, they have all the kinds of counter-based effects the Cloudians had, plus some marginally better stuff. For instance, some Glohsts gain ATK for every Glow Counter you've got! Some can remove counters to use certain effects, and some just slap everything on your board with them at the cost of hand advantage. They can spam alright, but since their boss is in the Main Deck, it's not much use. There are two level 6 monsters that help to spread Glow Counters, like Glohst Reaper, who tributes monsters in exchange for Glow Counters, and Glohst Dullahan, who moves Glow Counters to himself and grants everything with Glow Counters an ATK boost. Their big bad is Glohst Crypt, a giant stone behemoth with no Pendulum effect, an awkward Scale of 3, and the ability to be summoned with as many Tributes as you want! Every Glohst counter that was on the Tributed monsters goes to him, and he can ping them off in exchange for your Glohsts powering through destruction effects. As long as your opponent isn't prepared with anti-counter cards, they're hard to stop, but since they rely on heavy amounts of Glow Counters, field presence is a must-have at all times. Their names are all based around ghosts and spirits.

 

Sketchmatic (It's a portmanteau of Sketch/Schematic)

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Sketchmatic

Can you make a Deck with only 4 monsters in your Main Deck, and none of Paleozoics' cheating it? This archetype sure tries. The monster presence here is tiny, and they all search for their archetypal Spell Cards . . . which is where their rather "toolbox" nature comes in. You see, their ED dwarfs their Main Deck monster count, because there are 12 Fusions in their lineup . . . One of each combination of two of their monsters, triple-Fusions of all members minus one, and two different final bosses with the same Material requirement of all four members. In addition to a Vehicroid Connection Zone-style Fusion Spell that makes whatever you Summon with it immune to card effects for a turn, an archetype Miracle Fusion, a Parallel World Fusion, and a Miracle Contact-esque one that shuffles its Materials from your hand, Deck, or Graveyard back to your Deck, and basically equivalents to every single cool toy for Fusion that other archetypes have gotten, they have 4 unique Fusion toys . . . that can each substitute a certain member, meaning one-monster Fusions a la Mask Change are easy to make. Their primary design implementation is a combining mecha style, similar to A-to-Z, but each Fusion, shy of the two big bosses, is just a toolbox option that deals well with a certain situation, whether you need spot removal, big ATK values, burn damage, or even an Armades. The big bosses, however, exemplify the two ways people say a boss should be built: one is nigh-unkillable, and the other is packed to the gills with negation out the wazoo and a way to impede your opponent's plays . . . so yeah.

 

Marximum

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Marximum is an archetype of cyborg ninjas. While they are Warriors by default, on the field and in the graveyard they count as Machines as well. They have anti-extra deck tactics by putting monsters back in the extra deck then milling cards from the extra deck at random. After doing so, they gain an extra 200 ATK. If your opponent has an empty extra deck, they can attack directly. While playing an extra deck doesn't hurt them like it would with Monarchs, they do encourage you to not use one with a draw bonus for inflicting direct damage. To compensate for all of this, they have very little swarm power and already have low ATK, so you do have to play defensively for a while before they get going.

 

Shen Gon Wu(A set of magical items from Xiaolin Showdown. They have a "final form" with the Heart of Jong called Mala Mala Jong.)

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Well Mala Mala Jong is only like six of them, not all of them. The Heart of Wu, Two Ton Tunic, Hawk Eye I think, Third Arm Sash, and some boots. I believe, it's been years since I saw it.

 

Xen Gon Wu is an odd archetype. They are all equip spells with various effects. But certain ones can be summoned as spirit monsters which you can then equip others to then bounce that monster and all the Shen gong Wu attached to it back to your hand. The ones that can be summoned as Spirit Monsters are mostly ones that can move or cause other things to move like the Spirit Tail (I don't remember the real name but it is a constantly moving tail that makes anything that holds it ghostly), Heart of Wu, and Sapphire Dragon. There is also Shen Gong Wu Guard Dojo, a Level 4 Dragon that once per turn lets you tutor any Shen Gong Wu at the cost of 1000 life (reflecting how he searched them out in the show but could get sick doing so because they set off his allergies). A Heart of Wu equipped with the proper Shen Gong Wu can be destroyed to summon the powerful Mala Mala Jong from the extra deck. Shen Gong Wu is a massive archetype that is meant to have certain parts played together or mixed with other cards.

 

Reaper Association

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Reaper Association

 

An archetype of Spirit monsters whose effects are triggered by banishing them if they had been normal summoned during the previous turn. Their effects tend to involve normal summoning additional times and level modulation. With that said, being forced to wait a few turns before they can Normal Summon enough to be worth it, their Main Deck playstyle is rather slow. On the plus side though, they have a wide variety of Xyz monsters that are way over the top. Firstly, each one has the ability to banish cards from the top of the opponent's deck equal to the number of your banished monsters on summon.

 

Ultimately, the Xyzs show the true strategy of this archetype: build up a mass of banished stuff before milling the opponent into oblivion. Their spell lineup is fairly minimal, but they have an in-archetype quick-play Rank-up-magic and Rank-down-magic card to help summon more Xyzs for milling. Their Trap lineup, however, is quite good. With loads of disruption and an in-archetype "return from the different dimension" to push for damage or Xyz summoning, they tend to be able to hold off an opponent with traps as they set up their plays.

 

Next: Awesome

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Awesome! That's what these guys are! Yep, these radical BRUHS are Grade A for AWESOME. Fresh style, sweet tunes, they're all-up wicked in this! They're the bomb diggity! And they know how to show it! The come in a variety of levels, and can Pendulum Summon to bring the party to you ASAP. They love to battle PARTY, so they get ATK boosting and dropping effects with every monster, cranking those sick beats! They especially love their Equippable Trap card: Awesome Sauce! It pumps up your monster, and if that monster is destroyed, you get to summon as many Awesome monster bros from the graveyard! But remember, don't overdo it, and remember to recycle your Pendulums to avoid a Deck Out, broski! There's such a thing as too much Awesome, brotato-chip!

 

OK, I had to channel UnderFresh Sans for that, so I need a shower. In the meantime, somebody do this:

 

Barbariangel

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This is what happens when the angels in heaven get tired of dealing with people gracefully, and go rogue. 

 

But seriously, DARK Fairy-Type monsters that go against the grain of traditional Fairy-Type Decks; instead of LP restoration and protection effects, now they go out and pound the hell out of anyone and anything that gets in their way. Not unlike Darklords, these can spam very quickly and they certainly are backed with heavy support cards. Their naming convention are anagrams of many angels named in biblical texts. 

 

Their one weakness: Each of them require you to sacrifice another Barbariangel, or else they self-destruct. (Hey, they're barbarians now so now they resort to cannibalism). Granted, they do have some revival cards to cycle stuff around, but even then, those take your life. 

 

Oh god, what have I done....

 

====

Leaderboard Chairman

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Leaderboard Chairman

Essentially the anti-PSYFrames, this corporate officer based archetype is hand traps that you reveal instead of discard, but you need to be controlling at least two monsters (vict- er, "employees") for the effect to actually resolve. These guys are chairmen of the board, after all- they need lackeys to do the grunt work while they make real decisions from your hand. In fact, it's prohibitively difficult to get these stuck-up idiots on the field at all- they're all Tribute monsters, and even their Special Summoning conditions require Tributes (in this case, a number of Tokens on either field equal to their regular NS Tribute requirements) . . . and they self-bounce at the end of the turn like a Spirit unless you control their archetypal Field Spell, which is likely the way you got them onto the field in the first place (it spawns Tokens, and searches a little bit). Of course, to circumvent the obvious issue an archetype like this would have, they even have an archetypal version of Infinite Cards. Very irritating for both you and your opponent . . . much like real corporate politics.

 

Thornwheel

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Thornwheel

 

A snobbish, aristocratic bunch of warriors and spellcasters that heavily support plants. This family of monsters seem to have taken a real liking to the Dark Snake Syndrome, because that's the lower leveled monsters' strategy: burn multiplication. While more and more plants exist on the field, the more and more they burn both players. On the other end of the spectrum, their big boss plant-types can only be special summoned after one takes a significant amount of burn and further help these overdressed jerks by reflecting, healing from, or even plussing off burn damage.

 

These masochistic pricks are not to be pitied. While they may initially seem fair by burning both players, their spells and traps quickly help swarm them on the field and set up for massive burn plays if you're not careful.

 

Fortunately, their weaknesses are fairly easy to spot. Their smaller members aren't plants themselves, but require plants to get going. Also their stats, even the high level plants, are sub-par making them easy to run over.

 

Outerblivion

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Blow Up everything!!!!!! A deck focused around Alientypes who swarm the field before blowing themselves up with card's to burn the opponent and destroy resources. They have 2 Xyz and a number of ways to regain resources but the cost stands that all these little dudes have less than 2000 ATK, so there stats make em easy to kill. But if you can do it right, you blow up everything you control and burn your opponent equal to their stats. They've got revive cards, protection cards, but they have a few vital weaknesses, like losing all their stats when next summoned, which basically means you can't burn with them until you wait another turn. So while revives are slow, they burn quick, but then they burnout, and need to be nurtured back to health so they get stats back. 

Basically in a nutshell this deck burns, revives, waits, then burns. Also, it's possible to FTK your opponent with this deck, but it's hard to pull off.

 

PrimeLord 

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In an unexpected team-up between Konami and Amazon, the PrimeLords were created for a special promotion involving packing a card in each Amazon Prime order.

Both in real life and in-game, PrimeLords ship directly to your door with less that a day's wait.

 

The Archetype is simple in design and gameplay loop. Summon PrimeLords, trigger effects to add equip spells to hand, equip said spells, trigger effects to add PrimeLords to hand then rinse and repeat until you've got a swarm of beefed-up delivery guys. Naturally PrimeLords gain additional ATK/DEF for every equip spell they have equipped and their searching effects trigger when equipped, allowing you to build up your combos in hand before letting them loose with a pendulum summon.

Oh, and just in the name of keeping to the name PrimeLord monsters only have prime numbers as their levels, preventing R4NK spam but opening up opportunities for a synchro boss-monster just to tie the whole archetype together in one neat package.

 

Extratouristrial (not a typo, a mix of tourist and extraterrestrial)

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Extratouristrial

A Psychic-Type archetype that enjoys seeing the sights and always brings back a souvenir. Think Kaijus, except that you can't Summon them to your field at all: at the end of your opponent's turn, you get back whatever Extratouristrial monster you gave to the opponent last turn, and when they switch sides with this effect they steal some of your opponent's stuff: taking a monster they control, stealing a S/T, sniping a card from their hand to give you, even loading up your ED with your opponent's toolbox. However, these stealing effects are non-negatable and not optional, so if your opponent only has one thing to steal, you have to take it no matter what it is (for example, a copy of the Seal of Oraicalchos that accidentally locks you out of your own ED). And, if you don't have enough room to take what was stolen, you're banishing one of your own things face-down to make room. A very silly Deck, and hey, they're aliens based off types of tourists. Someone is bound to run them.

 

Stompole

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Stompole

 

A group of DARK Beast-types that are essentially the living residue (footprints/aura/traces) of enormous extradimensional creatures. These monsters have no ATK or DEF, but they each have a goal to get their stats to a certain point, allowing them to be banished which then summons the original extradimensional monster from the Extra Deck.

 

The big Extra Deck monsters all have a limited nuke on summon and are quite hard to get rid of once they're on the field. Even if you do get rid of them, their essence (the "residue") remains, allowing them to return quicker whenever they're felled.

 

The spells are continuous ones that all have stats boosting effects as well as other useful effects for keeping the residue alive long enough for a big beast calling.

 

Plantom

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Plantoms are a haunting presence. A group of Dark Plant-type monsters who all share one key characteristic: They leave behind Plantom Tokens when they die! When Plantom tokens are destroyed, they can come back to life by resurrecting a Plantom in the Graveyard, and every Plantom has an effect that activates on destruction, from LP damage to banishment, the Plantoms are fully ready to avenge themselves.

 

Botanicalizard

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