number stringlengths 5 7 | text stringlengths 4 2.56k | examples listlengths 0 4 | __index_level_0__ int64 0 2.94k |
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709.3b | While on the stack, only the characteristics of the half being cast exist. The other half’s characteristics are treated as though they didn’t exist. | [] | 2,400 |
709.3c | An effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics of the two halves separated into the same two halves as the original card. (See rule 707.12.) | [] | 2,401 |
709.4 | In every zone except the stack, the characteristics of a split card are those of its two halves combined. This is a change from previous rules. | [] | 2,402 |
709.4a | Each split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a split card’s name, the player must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name. | [] | 2,403 |
709.4b | The mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and mana value are determined from its combined mana cost. An effect that refers specifically to the symbols in a split card’s mana cost sees the separate symbols rather than the whole mana cost. | [
"Assault//Battery’s mana cost is {3}{R}{G}. It’s a red and green card with a mana value of 5. If you cast Assault, the resulting spell is a red spell with a mana value of 1.",
"Fire//Ice’s mana cost is {2}{U}{R}. It has the same mana cost as Steam Augury, but an effect such as that of Jegantha, the Wellspring sees that it contains the mana symbol {1} twice."
] | 2,404 |
709.4c | A split card has each card type specified on either of its halves and each ability in the text box of each half. | [] | 2,405 |
709.4d | The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”). | [] | 2,406 |
710.1 | Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card’s normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic card back. | [] | 2,407 |
710.1a | The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to “flip” if certain conditions are met. | [] | 2,408 |
710.1b | The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is on the battlefield and only if the permanent is flipped. | [] | 2,409 |
710.1c | A flip card’s color and mana cost don’t change if the permanent is flipped. Also, any changes to it by external effects will still apply. | [] | 2,410 |
710.2 | In every zone other than the battlefield, and also on the battlefield before the permanent flips, a flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal name, text box, type line, power, and toughness don’t apply and the alternative versions of those characteristics apply instead. | [
"Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says “Search your library for a legendary card” can’t find this flip card. An effect that says “Legendary creatures get +2/+2” doesn’t affect Akki Lavarunner, but it does affect Tok-Tok."
] | 2,411 |
710.3 | You must ensure that it’s clear at all times whether a permanent you control is flipped or not, both when it’s untapped and when it’s tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects. | [] | 2,412 |
710.4 | Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of its status. See rule 110.5. | [] | 2,413 |
710.5 | If an effect instructs a player to choose a card name and the player wants to choose a flip card’s alternative name, the player may do so. | [] | 2,414 |
711.1 | Each leveler card has a striated text box and three power/toughness boxes. The text box of a leveler card contains two level symbols. | [] | 2,415 |
711.2 | A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].” | [] | 2,416 |
711.2a | “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].” | [] | 2,417 |
711.2b | “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].” | [] | 2,418 |
711.3 | The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which level symbol. Leveler cards each contain only one text box. | [] | 2,419 |
711.4 | Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule 702.87) at all times; it may be activated regardless of how many level counters are on that permanent. | [] | 2,420 |
711.5 | If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box. | [] | 2,421 |
711.6 | In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box. | [] | 2,422 |
711.7 | Some enchantments have the subtype Class and associated abilities that give them a class level. These are not level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.” | [] | 2,423 |
712.1 | A double-faced card has a Magic card face on one side and either a Magic card face or half of an oversized card face on the other. (It does not have a Magic card back.) There are three kinds of double-faced cards: transforming double-faced cards, modal double-faced cards, and meld cards. | [] | 2,424 |
712.10 | If a spell or ability instructs a player to transform or convert a permanent, and the face that permanent would transform or convert into is represented by an instant or sorcery card face, or is a transforming token that was created with an instant or sorcery face, nothing happens. | [] | 2,425 |
712.11 | A double-faced spell is cast with its front face up by default. See rule 601, “Casting Spells.” | [] | 2,426 |
712.11a | If a transforming double-faced card or a copy of a transforming double-faced card is cast as a spell “transformed” or “converted,” it’s put on the stack with its back face up. | [] | 2,427 |
712.11b | A player casting a modal double-faced card or a copy of a modal double-faced card as a spell chooses which face they are casting before putting it onto the stack. | [] | 2,428 |
712.11c | Only the face that will be face up on the stack is evaluated to determine if it can be cast. Only that face is considered to be put onto the stack. | [] | 2,429 |
712.11d | If an ability of a transforming double-faced card’s front face allows it to be cast “transformed” or “converted,” that ability is also considered when evaluating that spell to determine if it can be cast. This is an exception to 712.11c. | [] | 2,430 |
712.12 | A player playing a modal double-faced card or a copy of a modal double-faced card as a land chooses one of its faces that’s a land before putting it onto the battlefield. It enters the battlefield with that face up. See rule 305, “Lands.” | [] | 2,431 |
712.13 | By default, a resolving double-faced spell that becomes a permanent is put onto the battlefield with the same face up that was face up on the stack. | [] | 2,432 |
712.13a | Some abilities may cause a transforming double-faced spell with its front face up on the stack to enter the battlefield transformed or converted. If the back face of the card that represents that spell is an instant or sorcery card, or that spell is a copy of a double-faced card created with an instant or sorcery back face, it doesn’t enter the battlefield, and is instead put into its owner’s graveyard. | [
"A player controls both Mycosynth Lattice and March of the Machines, the combined effects of which make all permanents artifact creatures in addition to their other types. They also control a Clone on the battlefield that is a copy of Bird Admirer, a creature with daybound. It is currently night, but that permanent can’t transform because it isn’t represented by a double-faced card. Its controller casts Mystic Reflection targeting it, then casts Invasion of Kylem, a Siege battle whose back face is a sorcery. Because Invasion of Kylem is entering the battlefield as a creature, Mystic Reflection’s replacement effect applies to it and it tries to enter the battlefield as a copy of Bird Admirer. Since it is night, the daybound ability would normally cause it to enter with its back face up. However, since its back face is a sorcery, it is instead put into its owner’s graveyard."
] | 2,433 |
712.14 | A double-faced card put onto the battlefield from a zone other than the stack enters the battlefield with its front face up by default. | [] | 2,434 |
712.14a | If a spell or ability puts a transforming double-faced card onto the battlefield “transformed” or “converted,” it enters the battlefield with its back face up. If a player is instructed to put a card that isn’t a transforming double-faced card onto the battlefield transformed or converted, that card stays in its current zone. | [] | 2,435 |
712.14b | If a player is instructed to put a modal double-faced card onto the battlefield and its front face isn’t a permanent card, the card stays in its current zone. | [] | 2,436 |
712.14c | If a meld card is being melded with its counterpart, those cards enter the battlefield as a single permanent with their back faces up. | [] | 2,437 |
712.15 | If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using a face-down substitute card (see rule 713) and/or opaque sleeves. See rule 708, “Face-Down Spells and Permanents.” | [] | 2,438 |
712.15a | While face down, a transforming double-faced permanent can’t transform or convert. If it’s turned face up, it will have its front face up. | [] | 2,439 |
712.16 | Melded permanents and other double-faced permanents can’t be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens. | [] | 2,440 |
712.17 | A double-faced card that is exiled face down remains hidden, using a face-down substitute card and/or opaque sleeves. See rule 713, “Substitute Cards.” | [] | 2,441 |
712.18 | When a transforming double-faced permanent transforms or converts, it doesn’t become a new object. Any effects that applied to that permanent will continue to apply to it. | [
"An effect gives Village Ironsmith (the front face of a transforming double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until end of turn."
] | 2,442 |
712.19 | If an effect instructs a player to choose a card name, the player may choose the name of either face of a transforming or modal double-faced card but not both. Similarly, they may choose either the name of a front face of a meld card or the combined back face of a meld pair. | [] | 2,443 |
712.2 | Transforming double-faced cards have a Magic card face on each side and include abilities on one or both of their faces that allow the card to either “transform” or “convert” (turn over to its other face) and/or allow the card to be cast or enter the battlefield “transformed” or “converted” (with its back face up). | [] | 2,444 |
712.20 | If a transforming double-faced card would have an “As [this permanent] transforms . . .” ability after it transforms or converts, that ability is applied while that permanent is transforming or converting, not afterward. | [] | 2,445 |
712.21 | If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone. | [
"Chittering Host, a melded permanent, dies. An ability that triggers “whenever a creature dies” triggers once. An ability that triggers “whenever a card is put into a graveyard from anywhere” triggers twice."
] | 2,446 |
712.21a | If a melded permanent is put into its owner’s graveyard or library, that player may arrange the two cards in any order. If it’s put into its owner’s library, that player doesn’t reveal the order. | [] | 2,447 |
712.21b | If a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time. This is an exception to the procedure described in rule 613.7m. | [
"Duplicant is a card with the abilities “When Duplicant enters the battlefield, you may exile target nontoken creature” and “As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It’s still a Shapeshifter.” As Duplicant’s first ability exiles Chittering Host, a melded permanent, Duplicant’s controller chooses whether the last creature card exiled is Midnight Scavengers or Graf Rats."
] | 2,448 |
712.21c | If an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards. (See rule 400.7.) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them. | [
"Otherworldly Journey is an instant that reads “Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner’s control with a +1/+1 counter on it.” A player casts Otherworldly Journey targeting Chittering Host, a melded permanent. Chittering Host is exiled. At the beginning of the next end step, Midnight Scavengers and Graf Rats are both returned to the battlefield, each with a +1/+1 counter on it.",
"False Demise is an Aura with the ability “When enchanted creature dies, return that card to the battlefield under your control.” A Chittering Host enchanted by False Demise dies. The triggered ability returns both Midnight Scavengers and Graf Rats to the battlefield.",
"Mimic Vat is an artifact that reads, in part, “Whenever a nontoken creature dies, you may exile that card.” A Chittering Host dies. As Mimic Vat’s triggered ability resolves, its controller makes a single choice and both cards that represented Chittering Host are either exiled or not."
] | 2,449 |
712.21d | If multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one of the two cards affects both cards. If the melded permanent is a commander, it may be exempt from this rule; see rules 903.9b–c. | [
"Leyline of the Void is an enchantment that reads, in part, “If a card would be put into an opponent’s graveyard from anywhere, exile it instead.” Wheel of Sun and Moon is an Aura with enchant player and the ability “If a card would be put into enchanted player’s graveyard from anywhere, instead that card is revealed and put on the bottom of its owner’s library.” If the controller of Chittering Host is affected by both cards’ effects, that player chooses one effect to apply to the event and Midnight Scavengers and Graf Rats are both moved to the appropriate zone."
] | 2,450 |
712.21e | If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved. | [] | 2,451 |
712.2a | A transforming double-faced card’s front face is marked by a front-face symbol in its upper left corner. On cards printed starting with The Brothers’ War™ release, that symbol is a single white triangle pointed upward inside a black circle. Transforming double-faced cards printed in older sets have different front-face symbols. On Magic Origins™ and Core Set 2019 double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad® block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon™ set, the front-face symbol is a sun. On other Eldritch Moon double-faced cards, the front-face symbol is a full moon. On Ixalan® and Rivals of Ixalan™ cards, the front-face symbol is a compass rose. On Kamigawa®: Neon Dynasty double-faced cards, the front-face symbol is a closed fan. | [] | 2,452 |
712.2b | A transforming double-faced card’s back face is marked by a back-face symbol in its upper left or upper right corner. On cards printed starting with The Brothers’ War release, that symbol is a single white triangle pointed downward inside a black circle. Transforming double-faced cards printed in older sets have different front-face symbols. On Magic Origins and Core Set 2019 double-faced cards, the back-face symbol is a full Planeswalker icon. On cards in the Innistrad block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich, Uncontested Alpha in the Eldritch Moon set, the back-face symbol is a crescent moon. On other Eldritch Moon double-faced cards, the back-face symbol is a stylized image of Emrakul. On Ixalan and Rivals of Ixalan cards, the back-face symbol is a land icon. On Kamigawa: Neon Dynasty double-faced cards, the back-face symbol is an open fan. | [] | 2,453 |
712.2c | The front face of a transforming double-faced card whose back face is a creature has the back face’s power and toughness printed in gray above the power and toughness box. This is reminder text and has no effect on game play. | [] | 2,454 |
712.3 | Modal double-faced cards have a Magic card face on each side. These faces are independent from one another. | [] | 2,455 |
712.3a | A modal double-faced card’s front face is marked by a front-face symbol in its upper left corner. The front-face symbol is a single black triangle inside a sideways teardrop. | [] | 2,456 |
712.3b | A modal double-faced card’s back face is marked by a back-face symbol in its upper left corner. The back-face symbol is two white triangles inside a sideways teardrop. | [] | 2,457 |
712.3c | Each face of a modal double-faced card includes a hint bar in the lower left corner with information about the opposite face. This is reminder text and has no effect on game play. | [] | 2,458 |
712.4 | Meld cards have a Magic card face on one side and half of an oversized card face on the other. | [] | 2,459 |
712.4a | One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.37, “Meld”). The resulting permanent is a single object represented by two cards. | [] | 2,460 |
712.4b | The back faces of a meld pair are used only to determine the characteristics of the melded permanent that pair becomes on the battlefield. If a rule or effect references the back face of a meld card when not part of a melded permanent on the battlefield, it fails to determine its characteristics, regardless of which parts of the melded permanent is represented on that card’s back face. | [] | 2,461 |
712.5 | There are six specific meld pairs. | [] | 2,462 |
712.5a | Midnight Scavengers and Graf Rats meld to form Chittering Host. | [] | 2,463 |
712.5b | Hanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township. | [] | 2,464 |
712.5c | Bruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares. | [] | 2,465 |
712.5d | Phyrexian Dragon Engine and Mishra, Claimed by Gix meld to form Mishra, Lost to Phyrexia. | [] | 2,466 |
712.5e | The Mightstone and Weakstone and Urza, Lord Protector meld to form Urza, Planeswalker. | [] | 2,467 |
712.5f | Argoth, Sanctum of Nature and Titania, Voice of Gaea meld to form Titania, Gaea Incarnate. | [] | 2,468 |
712.6 | Players who are allowed to look at a double-faced card may look at both sides of that card. | [] | 2,469 |
712.7 | Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the owner of a double-faced card may use completely opaque card sleeves and/or a substitute card (see rule 713). Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6. | [] | 2,470 |
712.8 | Each face of a transforming or modal double-faced card has its own set of characteristics. The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics. | [] | 2,471 |
712.8a | While a double-faced card is outside the game or in a zone other than the battlefield or stack, it has only the characteristics of its front face. | [] | 2,472 |
712.8b | A meld card on the stack has only the characteristics of its front face. | [] | 2,473 |
712.8c | Normally, a transforming double-faced spell has its front face up while on the stack and has only the characteristics of its front face. However, if an effect allows a player to cast a transforming double-faced card “transformed” or “converted,” the resulting spell will have its back face up and have only the characteristics of its back face. Its mana value is calculated using the mana cost of its front face. | [] | 2,474 |
712.8d | While a double-faced permanent has its front face up, it has only the characteristics of its front face. | [] | 2,475 |
712.8e | While a transforming double-faced permanent has its back face up, it has only the characteristics of its back face. However, its mana value is calculated using the mana cost of its front face. If a permanent is copying the back face of a transforming double-faced permanent (even if the object representing that copy is itself a double-faced permanent), the mana value of that permanent is 0. See rule 202.3b. | [] | 2,476 |
712.8f | While a modal double-faced spell is on the stack or a modal double-faced permanent is on the battlefield, it has only the characteristics of the face that’s up. | [] | 2,477 |
712.8g | While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its mana value is the sum of the mana values of its front faces. If a permanent is copying a melded permanent, the mana value of the copy is 0. See rule 202.3c. | [] | 2,478 |
712.9 | Only transforming tokens and permanents represented by transforming double-faced cards can transform or convert. (See rule 701.28, “Transform,” and rule 701.50, “Convert.”) If a spell or ability instructs a player to transform or convert any permanent that isn’t a transforming token or isn’t represented by a transforming double-faced card, nothing happens. | [
"A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a transforming double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a transforming double-faced card, it can’t transform.",
"A player casts Cytoshape, causing a Kruin Outlaw (the front face of a transforming double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, “Transform all Humans.” Because the copy of Elite Vanguard is a transforming double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn.",
"A player controls Blackbloom Rogue, a Human Rogue that’s the front face of a modal double-faced card. They cast Moonmist. Blackbloom Rogue doesn’t transform."
] | 2,479 |
713.1 | A substitute card is a game supplement that can be used to represent a double-faced card or meld card. A substitute card has a normal Magic card back. | [] | 2,480 |
713.2 | Each substitute card must clearly indicate the name of at least the front face of the card that it represents. Other information from the printed card (e.g. card type, mana cost, and power and toughness) may also be written on the substitute card. | [] | 2,481 |
713.2a | Some substitute cards list the names and mana costs of the cards they can represent. Exactly one of the fill-in circles must be marked to denote which card the substitute card represents. This style of substitute card was found in Magic products that released 2011–2018. | [] | 2,482 |
713.2b | Some substitute cards represent one specific listed card. This style of substitute card was found in the Core Set 2019 release, and it represents the card Nicol Bolas, the Ravager. | [] | 2,483 |
713.2c | Some substitute cards can represent any modal double-faced card. These substitute cards include the front-face and back-face symbols on the front face of the card. To use one of them, write in the name of each face of the card it represents. This style of substitute card is found in the Zendikar Rising release. | [] | 2,484 |
713.3 | If a substitute card is used in a deck, the card it represents is set aside prior to the beginning of the game (see rule 103.2a) and must remain available throughout the game. A substitute card can’t be included in a deck unless it is representing a double-faced card or a meld card. | [] | 2,485 |
713.4 | For all game purposes, the substitute card is considered to be the card it’s representing. | [] | 2,486 |
713.5 | If the substitute card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents should be used instead. | [] | 2,487 |
714.1 | Each Saga card has a striated text box containing a number of chapter symbols. Its illustration is vertically oriented on the right side of the card, and its type line is along the bottom of the card. | [] | 2,488 |
714.2 | A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability. | [] | 2,489 |
714.2a | A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, III represents 3, and so on. | [] | 2,490 |
714.2b | “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].” | [] | 2,491 |
714.2c | “{rN1}, {rN2}—[Effect]” means the same as “{rN1}—[Effect]” and “{rN2}—[Effect].” | [] | 2,492 |
714.2d | A Saga’s final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abilities, its final chapter number is 0. | [] | 2,493 |
714.2e | A Saga’s final chapter ability is the chapter ability which has its final chapter number in its chapter symbol. | [] | 2,494 |
714.3 | Sagas use lore counters to track their progress. | [] | 2,495 |
714.3a | As a Saga without the read ahead ability enters the battlefield, its controller puts a lore counter on it. As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. (See rule 702.155, “Read Ahead.”) | [] | 2,496 |
714.3b | As a player’s precombat main phase begins, that player puts a lore counter on each Saga they control. This turn-based action doesn’t use the stack. | [] | 2,497 |
714.4 | If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number, and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. This state-based action doesn’t use the stack. | [] | 2,498 |
715.1 | Adventurer cards have a two-part card frame, with a smaller frame inset within their text box. | [] | 2,499 |
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