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Tinkerer

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DARK Sea Serpents, summoned via "Rank-Up Magic Depth Force", using those Xyz monsters that our favourite Barian Emperor loves so much! These guys have a bit of Raidraptor syndrome, in that they gain a special OPT effect when they have a WATER Xyz Monster attached as material. They lack S/T support beyond their Rank-Up, but that's OK, because their own effects are good for countering your opponent's Spells and Traps. Still, use them sparingly, because while they are powerful, they're also resource-consuming, so being prepared for a counter-attack is a good idea.

 

Mechangel

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Mechangel

An archetype of Machine-Type monsters with a LIGHT attribute that synchro summon high level(level 8 and higher) monsters slowly, but the tuner monsters reoccur rather simply by sending cards from your extra deck to the graveyard to special summon them from the graveyard. Afterwards, they have boss monsters in the main deck that can be summoned by banishing monsters from your graveyard. On summon, they reload your extra deck and can annihilate your opponent's field.

 

Reality Warper

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Reality Warper

Here's our first Link archetype!

An archetype of low-level DARK Psychics which focus on Link summons. All their extra deck bosses are Link monsters. Their link monsters are really good at facilitating further Link summons, so you can fill your board with Links with a good hand, but the archetype is a bit frail and tends to run out of resources. They play kinda like Link Blackwings, with a bit of a banish Psychic twist. The Link monsters are quite powerful, have continuous buff/debuff effects for monsters in their Link zones, and can banish their linked monsters to activate effects, with the boss being able to banish the opponent's Linked monsters.

 

Ferro- (containing iron)

(I need an Earth archetype for my DT please.)

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Ferro-

An archetype of EARTH Warriors and Machines. Each "Ferro" monster has absolutely garbage attack, but makes up for it with high DEF, the ability to switch positions when they're normal summoned and can have those effects that seem to help your opponent but in reality scream "MILL.DEK". The archetype, as stated before, has a lot of ways to mill your opponent's deck as well as some decent protection. They don't have any Extra Deck monsters, however, their boss monsters can punish Extra Deck summons, either by debuffs, banishing cards from the hand or even taking cards from your opponent's hand. and then they get crushed by the infernoids, the end

 

Elemental Dinosaur

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[spoiler= Damn you to a cesspit, Krashkube, your prompts suck]

Ferro-

An EARTH Rock-Type archetype, based around the same Fusion style as ABC- dump monsters onto the field and/or into the Graveyard, banish some named Materials, suddenly you have a powerful iron monstrosity ready to rock. To boot, most of their monsters give you some sort of advantage when they're banished, if not a Continuous Effect that applies while they're in the Banished Zone. The big deal? They think everyone else likes banishing as much as they do. They exist solely to banish everything your opponent has, and then some. Once you've had your fun, you can Tribute your Fusions to re-Summon their mats from the Banished Zone, drop a Dark Hole, and suddenly you're free to wreck face with Ferromagnetic Dragon, a retrain of Megarock Dragon that can shuffle banished cards into your Deck to banish-nuke the field bar itself, and can even suicide to banish your opponent's hand and a few cards off their Deck. IRON IN YOUR BLOOD! Sadly, one Imperial Iron Wall just about kills the Deck, but . . . meh.

 

 

 

Elemental Dinosaurs

Remember what Dragon Rulers did for Dragons and Rank 7? These guys do just that for Dinosaurs and Rank 6. Two members of each Elemental Attribute, which you Special Summon from your hand by banishing any 2 Dinosaurs or members of their Attribute from your Graveyard. Then, each one can escape from a destruction or targeting effect by shuffling 2 banished cards into your Deck, and each one has a HOPT effect that triggers if it's shuffled into the Deck. The end result? Your opponent trying to remove your stuff actually makes you plus, and you can make several R6 per turn. The only thing that kills their momentum (besides the lack of good R6 to use and dearth of Dinosaur support) is the fact that they're thankfully full-on Nomis, so you can't just dump them into the Graveyard and make extra plays that way.

 

Carcher

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Reality Warper

Here's our first Link archetype!

 

Ferro- (containing iron)

(I need an Earth archetype for my DT please.)

2 things: Let's hold off on Link stuff until we fully understand what the mechanic entails. Don't wanna end up hitting on something incompatible because we don't have all the ins and outs of the mechanic. Once we know more, people can submit Link stuff.

 

Secondly, a warning. Remember, no restricting. Even a small thing like attribute is restricting. You can give a name meaning if it is a reference to something or a portmanteau or something, but otherwise just stick to the name.

 

 

Carcher

An odd dinosaur-type archetype that focuses on tripping up the opponent. It is difficult to pin them down as the main trio of level 5s are unaffected by Monsters, Spells, and Traps respectively and can swap between themselves when a card is activated.

 

Their continuous spells and traps all have 2 effects, a passive limited floodgate ability (a player can only activate 3 spell effects per turn). And an ability that activates when a monster you control would be affected by a card effect but isn't. This active effect is either powerful removal or adding/Special Summoning.

 

Of course, the main trio being level 5 is the most annoying thing to deal with as they're hard to get on the field, but once they begin their switching shenanigans, they're hard to stop.

 

Petrifire (petrified + fire)

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Archetype of FIRE Rock-Type monster. They focus on negating the effects of cards on the field. For example, you have one that states: "If this card is Normal or Special Summoned: You can target 1 Effect Monster on the field; negate the effects of that face-up monster while it is on the field, also that face-up monster cannot attack.". There's some that do the same to Spell/Trap Cards, face-down cards, ect. Their Spell/Trap cards also give them stat changes in exchange for negating their effects or restricting them from attacking. They don't have any Extra Deck monsters; instead, their ace cards lie in the Main Deck; most can be Normal Summoned, but their boss must be Special Summoned.

 

Umbranch (Umbra + branch)

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2 things: Let's hold off on Link stuff until we fully understand what the mechanic entails. Don't wanna end up hitting on something incompatible because we don't have all the ins and outs of the mechanic. Once we know more, people can submit Link stuff

But they already listed mechanics when they introduced the Summoning Mechanic. Just look at the Yugioh Wiki page on Link Summoning and the things related to it.

 

Umbranch - A series of DARK Plant Link and Xyz Monsters and Traps that are based off of trees and spell ingredients, which focus on buffing Plant Monsters while lowering the Attack of other monsters. The boss monster of the Archtype, the Link Monster Umbranch Newteye Yggdrasil, not only protects the Monsters in it's Linked Zones from Spells and Traps, but also gains Attack for every Umbranch Xyz Monster in the Linked Zone, Newteye Yggdrasil gains 500 Attack and Defense! The Umbranch Trap Cards focus on destroying Spells on the field equal to the Umbranch Monsters on your side of the field.

 

Linkuriboh

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Linkuriboh is a clear example of "rushing to stop the sinking boat". Despite having LINK right in the name, only has 3 Link 4 LIGHT Fairy-type Link Monsters with under 1500 ATK (Link Fairy Einne -1000-, Zweyenne -1200- and Dreyanne -1350-) and only two Extra Deck Monsters, the LIGHT Fusion Monsters Linkuriboh Angel Alpha, a Lv.7 Winged-Beast-type, and Linkuriboh Knight Beta, Lv. 6 Beast-Warrior-type. Granted, Alpha can only receive damage from monsters Special Summoned from the Extra Deck and Beta's can switch to Defense on a whim, with the only perk he can't be put back in attack until the end of the controller's next turn, and the Link Angels effects also have a similar lockdown effect (Dreyanne inspires cries of OP by most DARK-heavy deck users with her "no-DARK Link to me" effect and the fact two of her pointers aim to the opponent). They are far from perfect, though, with Alpha's 1600/1800 that makes him the constant plaything of any big Extra Deck monster (and some big Pendulums), while Beta's 1500/2000 doesn't fare much better, specially without the Extra Deck limitation, which makes it usually dragon food. And let's not even get in how hard is to get the Fairies up, with the rest of the Archetype mostly being formed by Lv1 to Lv3 LIGHT Beast-Type Effect Monsters whose effects, mainly destined to Burn (specially the Field Spell Card Linkuriboh Dance, that force opponent to constantly have equal or less cards than monsters there are on their side of the field by discarding the rest-and what this archetype loves the most is sending monsters up to the hand just for kicks), are not that strong standalone and you really need the Fairies to keep them from being wiped out, and getting the fairies is difficult, as they require at least 3 Effect Monsters to be summoned and that limits a lot the archetype, being mostly used as support of other archetypes that can help up the burning or need the field clearing of some of the smallest monsters that are all under 1000 ATK and DEF. The "rushing" comes from Link Priestess Nullisha, a superior of the Link Fairies (same type and attribute, but at has roughly twice their ATK) that has the same 3 or more Effect Monsters requirement, but being a Link 6, it can not only go in with less actual monsters in field (Use a Link Angel and two Linkuribohs instead of 4 Linkuribohs for the fairies) but also can put a Link Monster from the graveyard back in the game, can make it easier to bring another one like her to the field. And her effect that basically allows for Fusion Summons of LIGHT Monsters without Polymerization (basically, a LIGHT version of Trumpwitch) really give the problem to those who really are not looking to fight Alpha and Beta... and Savage Gamma (Beast-Type, Lv.6) and Shining Delta (Beast-Warrior-Type, Lv.7), their buffed up versions that have even more severe lockdowns, like Delta's "piercing damage to DARK monsters" and Gamma's second attack in a row if Linked to a LIGHT Monster. As you expected, Nullisha got Limited (as does Dreyanna), while Gamma and Delta got Semi-Limited (along with Alpha), and people who was warming up the Link Summons really got cold bath on themselves.

 

Tank Raiders (also, sorry if I went too crazy).

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Tank Raiders: These barbarian cyborgs have some serious attitude, matched only by their intense case of halitosis and their firepower. A set of Level 5's that all seem to go the route of Vice Dragon and Primitive Butterfly, summoning themselves under very specific circumstances so you can quickly Tribute Summon their trio of bosses, sometimes with a Mega Monarch clause. And considering they all have 2000 ATK, the Tank Raiders are already sounding like some cheap OTK bull, aren't they? Well, don't worry, they have one draw back: No Spells or Traps, ever. While you control a Tank Raider, neither player can Set or activate Spells and Traps from their Hand. Sort of a pain, but they make up for it in being awesome beatsticks. Just... go first, for the love of god.

 

Wicked Candle (There was a pun there. Let's see who finds it.)

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(Wick is the name of the candle/flame if I remember correctly, or has something to do with it thereof)

 

Anyway, DARK Pyro-Type monsters that take a page from the Pokedex of a certain 'mon: It slowly drains the life forces of its enemies. True to this, Wicked Candles focus on constantly weakening your opponent's LP (and resources slowly but surely). The smaller monsters can only "drain" on the field, but as you get bigger, their powers expand to triggering in the Graveyard and even while banished, so the opponent has no recourse except to use Necroface or something to stop them. But in a similar vein, you too get affected with the "curse" unless you use the support cards to circumvent those effects and ultimately force the opponent to an untimely end. Just make sure you set up first. 

 

====

Neo AGM Avengers

(Does not have to be related to the AGM at all)

====

 

As for the little comment on Link Summons, yes, there exists information about how the new mechanic works, but until everything is cleared up and the set is actually released in April (recall that we got this info a little more than 2.5 days ago), let's avoid that for now. I also want to reiterate that while members are allowed to make Link stuff once the "holding period" is lifted, the AGM itself is still ARC-V era. 

 

If you want to continue this discussion, do it over PM. 

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Neo AGM Avengers

An archetype of exactly nine Main Deck monsters that does all manner of interesting things in concert with one another. In fact, similar to the shtick of old E-HERO and Synchron, they're more a toolbox to deal with various situations than anything. Omni-HERO style Fusions, Synchros for various situations, and essentially just everything you'll need to be ready for anything. They support one another exceedingly well, with searching, revival, Special Summoning, and other assorted combo plays by the bucketload. To boot, they even have the ability to go into Rank 2-6 Xyz with decent frequency given how good they are at getting field presence. Their real weakness, if you can call it that, is a lack of a definitive power play- you will likely run them more for their capacity as an engine than their merits as an archetype, especially because of one thing they lack: a beater above 3000. They're extremely consistent, really good at breaking boards, disposing of threats, and making solid boards of their own, but their biggest weakness is something like Crystal Wing running them over even after its effects have been shut down. But that's what techs are for!

 

Armguard

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Armguards are sort of the new Gardnas. They're spread out enough that they can help, and in some cases are a part of, several other archetypes from our very own Archetype Game! The Armguards aren't so much a defensive set of monsters as they are a mashup of Bamboo Sword, Superheavy Samurai Soul, and Paleozoic: Level 1 Monster cards with a primary effect, but can be equipped from the Graveyard for a sweet little stat boost or protection, and banished to save the equipped from destruction or implement an archetype-specific effect. Armory arm's finally got a family!

 

Music Boxers

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Take All your favourite Musicals, The Sound of Music, Annie, Oliver. Now turn them into boxers. These pumped up grooves have minds of their own. Their main plays are the Tribute Monsters that can be Special Summoned. All Music Boxer's are lv3, and the Tribute Monster's are Lv8, which means they have the Rank8 toolbox. The main support is Spell/Trap, that boosts ATK, destroy's cards, Specials Monsters, adds tribute Monsters and stops Extra Deck Special Summons. They also have a Field Spell which negates any effect that targets cards in your Extra Deck, meaning you can stop their Special Summons and use your own. They also have access to link monsters, but they don't need them.

 

Rocket League

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Rocket League

 

A group of level 2 FIRE monsters with 800 ATK.  They all can attack directly, but when they do, their ATK becomes 0.  However, this isn’t actually a problem since their real effects operate when their ATK hits 0.  These effects can vary: from swarming to consistency to burn damage.

 

They have a number of equippable traps in the vein of “Rocket Hand” that can send themselves to the graveyard to do something and make the monster’s ATK 0.  Neither the traps nor the monsters are known to be very subtle as both have a strong affinity for removal.

 

The Extra Deck is composed of Rank 2s.  These ones are the old geezers that actually care for the wellbeing of the other Rocket League members.  As such, they have 0 ATK, but have high DEF alongside really good protection effects for monsters with 0 ATK.

 

Information

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Information

A happy little help desk of an archetype, which runs primarily on felt giving your opponent any information about you they could ever want. You play with your hand revealed, your opponent can look at your Set S/T whenever they wish, and some even let your opponent see your Extra Deck. What sort of degeneracy is this? Imagine the meth-addled love child of Masked HERO and Zoodiac and you'll get the picture. Special Summons out the ass, plus for days, and more consistency than you could ever dream of. Think of it this way: You have a card that lets you fetch anything you run at one on demand, and another monster that turns Normal Spells and Traps into SS3 hand traps. You can run Remove Trap, chain it to a Solemn, and kill it before it resolves with the help of an ED monster that you are all but guaranteed to Summon Turn 1. Of course, this Deck has to have one more catch to it: In a method similar to Ko'aki, you have to reveal either a Level 6 or higher Normal monster or a copy of a specific archetypal Spell Card (each member has a different one) every turn, or it suicides and burns you for 2000. You don't set up lockdown boards with this Deck, you shatter your opponent's to pieces as they watch helplessly.

 

Sensational Sleep Parade

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Sensational Sleep Parade

 

A group of fluffy LIGHT Beast-types that have the look of cloud versions of other monsters.  They have the same DEF as their original counterpart, but 100 ATK.  When these puffy creatures battle, they make the opponent have 100 ATK, but neither monster is destroyed.  Nothing quite like a dream, huh?

 

Their main plays come in two Spell cards.  The first is a field spell that forces your opponent’s monsters to attack, and if no monsters are destroyed in the battle, your opponent discards a card.  The second is a quick-play spell where all the fluffies gain 1000 ATK and forces the opponent to change all monsters to attack position and must attack.

 

The rest of the archetype consists of counter traps that emphasize the immaterialness of the cloud monsters, making them tough to get rid of.  These traps all have grave effects that help swarm the field.

 

They have no in-archetype Extra Deck monsters.

 

"Writ of"

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The "Writ of" Series is a set of Continuous Spells, rather like Dark Contracts. They allow you to Summon Tokens, Recover other  Spells, gain Life-points, even modify levels. With one drawback. Anything you don't use by the end of the Turn is taken away again, just as a brief escapade to the land of fiction only lasts as long as the book, unless you learn from it. Synchro Summon, activate new "Writ of" cards, use cards that cost life-points, whatever it takes! A good way to avoid losing gained LP is to use cards like "Emergency Provisions, up to doubling the LP gain permanently! This is more to help people facilitate certain combos than to use as the center of your Deck.

 

Smithsonian

 

(on a somewhat related note, since Tinkerer made the game and has the right to modify the rules, I say we honor his request to hold off on Link Archetypes. Also, it's worth noting that this game fuels the Archetype Generator Meta, and most of us are hesitant at best with Link archetypes.)

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Well, if people read the little quote about AGM being strictly ARC-V for the time being, then they'd know our current stance. Personally, I don't exactly like how intrusive they are towards the Extra Deck, but I'll adapt to them. (Well, I better, considering I'm spending my time trying to make a template for them and I run CC in general).

 

That being said, if anyone else wants to continue arguing "Link Monsters and their information exists, so we should make prompts now", then take it up over PM, but not in here. 

 

====

Anyway....

 

Smithsonian is an Archetype of Rock-Type and Machine-Type monsters named after specific exhibits in there; the Rocks being more of the fossils and ancient history stuff, whereas the Machines are more modern (err, I would put the Machines somewhere in the 1900s up until today). Rock members are your basic setup to establish field advantage, get key cards you want and otherwise make sure you aren't going to brick. The Machine-Type monsters require Tributing 1 or more Rock-Type members, but in exchange, they are a lot more potent in dealing with the opponent, including non-targeting removal and banishing. Just make sure you protect the Rock monsters, because like the ancient statues and artifacts in the Smithsonian, they're prone to breaking (as in very low stats). 

 

(I was writing this yesterday, but apparently YCM didn't save it, smh)

 

=====

Miscellaneous Frequenter

(You can figure out what this implies, but do as you will with this.)

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An archetype of Machines with a DARK attribute that revolve around spamming monsters on the field that immediately get rid of themselves. As soon as these level 1 monsters touch the field, they immediately bounce back to Hand, but not without annoying your opponent by reducing the attack power of their monsters, and not just stats, but effects and other summoning mechanics as well. Pretty much to keep these monsters on the field is to special summon them through their field spell, which thanks to no OPT clause, can be done repeatedly. They also have access to rank 1 monsters and low level synchro monsters.

 

The Grand Emperor's *blank*

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Archetype of Warrior-Type monsters. They focus primarily on setting up their boss monster(s); that being Ritual Monster(s). So most (if not all) of them will be Main Deck monsters. Each of them either has an effect that triggers upon being Tributed or a search effect, to better help set up Ritual Summons. The Ritual Monsters themselves each have effects that activate by either Tributing monsters you control or banishing monsters from your Graveyard. However, while any of them are in Attack Position, you cannot Special Summon from your Extra Deck. Almost all their Spell Cards are Ritual Spell Cards.

 

Blind Kings

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The royals that make up the "Blind King" archtype have access to all sorts of magical royal heirlooms with unimaginable power. Unfortunatly their lack of sight makes it rather hard for them to determine whether they are holding the correct item.

 

Most cards have a primary effect of returning cards to the bottom of your Deck, to look at cards from the top of your Deck. You can then reveal one of those cards to activate a strong seconday of that card which can only be activated this way. Luckily their servents can help them out by placing cards with desirable effects on top of your Deck.

 

Next up: Yagni

(YAGNI is an acronym which stands for "you aren't gonna need it".)

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Yagni

 

an archetype of FIRE Cyber/Cyverse Thunder-Type monster with Level ranging from 1 through 6 which all about efficiencies. they are so efficient to the point that they limit their summons and effects in accordance to monster type your opponent currently has...meaning, their Fusion cannot be summoned if your opponent don't control Fusion, wont use their monster effect if there none of the opponent effect monster face-up,etc.

 

but despite their medieval idiocy chivalry-level-xenophobic. they basically a better version of D/D with less shenanigan of Contract cards and thus not as risky.

 

Bamboozler

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Bamboozler

A WATER Plant-Type archetype that, as the archetype's name implies, lives for trickery and being as big of jerks as possible. Imagine the bastard child of Shaddolls and Ghostricks, and you're on the right track: every Main Deck member is a Flip handtrap that Summons itself in face-down Defense Position if your opponent dares actually attack you directly, but unlike other such cards, they force the attack to continue and hit them, all the while punishing your opponent by letting you search a specific card type (Effect monster, Continuous Spell, Counter Trap) from your opponent's Deck when flipped. Yoink! Then, if they survived the attack, they have support cards that flip them face-down again, and that protect them from such silly things as effect removal. Then, if your opponent actually kills them, they all float, some in such a way that they can do the one thing you don't want them to do: Synchro Summon. Why? Their Synchro monsters carry an Earthbound Immortal clause- they literally can't be an attack target, so your opponent is forced to keep tripping your Main Deck monsters' effects. Then, of course they provide more protection . . . but, even better/worse, they restock your hand with your lost monsters, and each one carries some additional protection for itself beyond that, all the way up to a disgustingly awkward-to-make monstrosity that carries a Majespecter clause and a variant Odd-Eyes Meteorburst clause- it can't be targeted for attacks or effects, and it negates all your opponent's monster effects during the Battle Phase. It's practically untouchable . . . which is actually their biggest weakness. One monster with an Armades clause can prevent them from setting up, which means that this is the only time someone would ever Summon UtL without something for it to attack.

 

Rhumble

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Rhumble

 

An archetype of generally high level hand trap battle stoppers. All of the various monsters are full nomi, with their summoning conditions all tied to the battle phase.

 

Their shtick is, like Psyframe, that they only operate when there are no monsters you control. Then, if a Rhumble monster wins a battle, you can return it to your hand so you can use it again. However, if even a single Rhumble monster falls in battle, that's it; the player cannot Summon any more "Rhumble" monsters for the remainder of the turn.

 

The archetype has a single field spell called "Rhumble Ring" that forces attacks, gains counters on every Special Summon (which increases the Rhumble monsters' stats by 100 each), and if it would be targeted, you can remove 1 counter to protect it.

 

The rest of the archetype are traps. Ones that summon tokens to the opponent's field, ones that recover Rhumbles from the Graveyard, ones that reduce the opponent's stats, and more.

 

Heads-up

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