RIP AND TEAR A 100-CARD COMMANDER DECK BUILT ENTIRELY FROM DOOM: THE ARGENT BREACH · deck library · full set

Commander: The Doom Slayer ({R}{W})  ·  63 nonland + 36 lands + commander = 100  ·  colour pips {W} 17 · {R} 33
Plan: the Slayer hits the table early and grows with every Glory Kill. Wound things with Rip and Tear, pings and the arsenal, finish them for life and counters, and let Finishing Move and the Gauss Cannon clean up. The deck fights on the ground: cheap bodies, first strike, and a weapon for every hand.
Singleton except basics. Bracket 2 (Core).
00
16
223
321
46
53
63
7+1

Commander

The Doom Slayer{2}{R}{W}
The Doom Slayer
Legendary Creature — Human Soldier

First strike, trample, ward {2}

{1}: Attach all Equipment you control to The Doom Slayer.

Glory Kill — Whenever a creature dealt damage by The Doom Slayer this turn dies, put two +1/+1 counters on The Doom Slayer. You gain 2 life.

They are rage, brutal, without mercy. But you. You will be worse.
—the Slayer's Testament
5/5
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Creatures 24

Unwilling{R}
Unwilling
Creature — Zombie

Unwilling attacks each combat if able.

The name is the whole autopsy.
1/1
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Field Drone{2}
Field Drone
Artifact Creature — Construct

Flying

When Field Drone enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.

It only ever offers you one mod. Take it.
1/2
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Hellified Soldier{1}{R}
Hellified Soldier
Creature — Zombie Soldier

Glory Kill — Whenever a creature dealt damage by Hellified Soldier this turn dies, you gain 2 life.

The armour still reports for duty. What wears it does not.
2/1
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Leaping Imp{1}{R}
Leaping Imp
Creature — Demon

Haste

When Leaping Imp enters, it deals 1 damage to any target. (It throws fire mid-jump.)

Faster than the old breed, and twice as rude about it.
2/1
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Possessed Engineer{1}{R}
Possessed Engineer
Creature — Zombie

When Possessed Engineer dies, it deals 1 damage to any target. (The tank on its back was never OSHA compliant.)

It shuffles toward warmth. Yours.
2/1
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Possessed Soldier{1}{R}
Possessed Soldier
Creature — Zombie Soldier

When Possessed Soldier enters, it deals 1 damage to target creature an opponent controls. (The plasma rifle still works.)

The Lazarus wave kept the trigger discipline and lost the man.
2/1
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Screeching Lost Soul{1}{R}
Screeching Lost Soul
Creature — Spirit

Flying

Screeching Lost Soul can't block.

When Screeching Lost Soul dies, it deals 2 damage to any target.

A skull, a scream, and a bad decision.
2/1
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UAC Security Officer{1}{W}
UAC Security Officer
Creature — Human Soldier

First strike

Glory Kill — Whenever a creature dealt damage by UAC Security Officer this turn dies, create a 1/1 white Human Soldier creature token.

The lockdown drills never covered this.
2/2
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Argent Medic{2}{W}
Argent Medic
Creature — Human Cleric

When Argent Medic enters, you gain 3 life.

Health packs float a hand's width off the floor. Nobody asks why anymore.
1/3
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Charging Pinky{2}{R}
Charging Pinky
Creature — Demon

Trample

Charging Pinky can't block.

Whenever Charging Pinky attacks, target creature can't block this turn.

Sidestep. Then shotgun.
4/3
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Dr. Samuel Hayden{3}
Dr. Samuel Hayden
Legendary Artifact Creature — Cyborg Scientist

{T}: Add {C}{C}. Spend this mana only to cast artifact spells or activate abilities of artifacts.

Welcome. I'm Dr. Samuel Hayden. I'm the head of this facility. I think we can work together.
—Dr. Samuel Hayden
2/4
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Hell Razer{2}{R}
Hell Razer
Creature — Demon

Whenever Hell Razer attacks, it deals 1 damage to any target. (The beam arrives before the body.)

It grows its own artillery.
2/2
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Hellified Security{2}{R}
Hellified Security
Creature — Zombie Soldier

Glory Kill — Whenever a creature dealt damage by Hellified Security this turn dies, you gain 1 life.

Clearance level: unchanged. Loyalty: reassigned.
3/2
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Pit Hell Knight{2}{R}
Pit Hell Knight
Creature — Demon Knight

Pit Hell Knight can't block.

Glory Kill — Whenever a creature dealt damage by Pit Hell Knight this turn dies, put two +1/+1 counters on Pit Hell Knight.

It clears the arena wall in one leap and your cover in two.
4/3
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Praetor-Clad Veteran{2}{W}
Praetor-Clad Veteran
Creature — Human Soldier

Glory Kill — Whenever a creature dealt damage by Praetor-Clad Veteran this turn dies, put a +1/+1 counter on Praetor-Clad Veteran.

The suit remembers every kill. So does he.
2/3
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Shimmering Spectre{2}{R}
Shimmering Spectre
Creature — Demon

Menace

Whenever Shimmering Spectre becomes blocked, it deals 2 damage to target creature defending player controls.

You hear the hooves. You never see the horns.
3/3
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UAC Sergeant{2}{W}
UAC Sergeant
Creature — Human Soldier

Other Soldier creatures you control get +1/+1.

Rank survived the invasion better than the org chart.
2/2
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Utility Drone{3}
Utility Drone
Artifact Creature — Construct

Flying

{T}: Add {C}.

It beeps supportively while you bleed.
1/2
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Jetpack Revenant{3}{R}
Jetpack Revenant
Creature — Demon Skeleton

Flying, haste

Whenever Jetpack Revenant attacks, it deals 1 damage to each of up to two targets. (Twin launchers, zero remorse.)

Grief with an altitude problem.
3/2
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Frontline Mancubus{4}{R}
Frontline Mancubus
Creature — Demon

Whenever Frontline Mancubus attacks, it deals 1 damage to each creature defending player controls. (The flame wave clears the room.)

It walks like a siege engine because it is one.
4/5
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Hell Guard{4}{R}
Hell Guard
Legendary Creature — Demon Knight

Ward {2}

Whenever Hell Guard attacks or blocks, it deals 2 damage to any target. (The wielder is a parasite; the armor is the point.)

It guarded the Well for a thousand years and never once got bored.
5/6
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Baron of the Breach{4}{R}{R}
Baron of the Breach
Creature — Demon Noble

Trample, menace

Glory Kill — Whenever a creature dealt damage by Baron of the Breach this turn dies, Baron of the Breach deals 3 damage to any target.

The Baron of Hell is the highest demon among the order of the Hell Knights.
—UAC codex
6/5
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Cyber-Mancubus{4}{R}{R}
Cyber-Mancubus
Creature — Demon Cyborg

When Cyber-Mancubus enters, it deals 2 damage to each creature target opponent controls. (Bile under pressure.)

The UAC gave it armor. Hell gave it opinions.
5/5
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Argent-Fused Cyberdemon{5}{R}{R}
Argent-Fused Cyberdemon
Legendary Creature — Demon Cyborg

Trample, menace

When Argent-Fused Cyberdemon enters, it deals 3 damage to each opponent. (The accumulator screams when it walks.)

An ancient warlord, upgraded by people who should have known better.
8/8
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Equipment 8

Combat Shotgun{2}
Combat Shotgun
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 1 damage to target creature defending player controls.

Equip {1}

Effective at medium and close range, the Shotgun is a versatile weapon for most combat scenarios.
—UAC arsenal description
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Stun-Mod Plasma Rifle{2}
Stun-Mod Plasma Rifle
Artifact — Equipment

Equipped creature gets +1/+1 and has deathtouch.

Whenever equipped creature attacks, tap target creature defending player controls.

Equip {1}

The stun bomb mod trades heat for stillness.
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Heavy Assault Rifle{3}
Heavy Assault Rifle
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 2 damage to any target.

Equip {2}

With high velocity rounds, the Heavy Assault Rifle is ideal for hitting fast-moving targets.
—UAC arsenal description
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Mobile Turret Chaingun{3}
Mobile Turret Chaingun
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 1 damage to each of up to two target creatures defending player controls.

Equip {2}

Designed for sustained volleys at a very high rate of fire.
—UAC arsenal description
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Praetor Suit{3}
Praetor Suit
Artifact — Equipment

Equipped creature gets +1/+3 and has vigilance.

Equip {2}

Forged in Hell, worn to spite it.
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Gauss Cannon{4}
Gauss Cannon
Artifact — Equipment

Equipped creature gets +3/+0.

Whenever equipped creature attacks, it deals 3 damage to target creature defending player controls.

Equip {2}

The concentrated beam of the Gauss Cannon requires a stable firing stance.
—UAC arsenal description
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Lock-On Rocket Launcher{4}
Lock-On Rocket Launcher
Artifact — Equipment

Equipped creature gets +3/+0.

Whenever equipped creature attacks, it deals 2 damage divided as you choose among one or two target creatures defending player controls.

Equip {2}

With a large blast radius and high damage, the Rocket Launcher is useful against groups.
—UAC arsenal description
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The Crucible{5}
The Crucible
Legendary Artifact — Equipment

Equipped creature gets +3/+0 and has first strike.

Whenever equipped creature attacks, destroy target creature defending player controls.

Equip {2}

A blade of pure Argent, older than the UAC and angrier than its owner.
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Other Artifacts 9

Combat Rating Monitor{1}
Combat Rating Monitor
Artifact

{T}, Sacrifice Combat Rating Monitor: Draw a card.

It grades your violence. Aim for the curve.
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Argent Accumulator{2}
Argent Accumulator
Artifact

When Argent Accumulator enters, draw a card.

{T}: Add {R} or {W}.

It hums the tower's tune.
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Argent Cell{2}
Argent Cell
Artifact

{T}: Add {R} or {W}.

Bottled lightning from a bad neighborhood.
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Argent Conduit{2}
Argent Conduit
Artifact

{T}: Add {R} or {W}.

{3}, {T}, Sacrifice Argent Conduit: Return target creature card from your graveyard to the battlefield tapped.

A pipeline with delusions of divinity.
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Supply Cache{2}
Supply Cache
Artifact

When Supply Cache enters, draw a card.

{T}: Add {C}.

Ammo, armor shards, and one suspiciously fresh corpse.
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Vitality Rune{2}
Vitality Rune
Artifact

When Vitality Rune enters, you gain 2 life.

{T}: Add {C}.

The trial is over. Keep the prize.
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Weapon Mod Station{2}
Weapon Mod Station
Artifact

{T}, Sacrifice Weapon Mod Station: Draw a card. If you control an Equipment, draw two cards instead.

The drone dispenses upgrades and judgment.
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Auto-Mapper{3}
Auto-Mapper
Artifact

When Auto-Mapper enters, draw two cards.

Every secret wall, sold separately.
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VEGA, Sentient Intelligence{3}
VEGA, Sentient Intelligence
Legendary Artifact

At the beginning of your upkeep, scry 1.

{T}: Add one mana of any color.

Hello, I am VEGA, the sentient intelligence assigned to Mars.
—VEGA
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Instants & Sorceries 18

Argent Overload{X}{R}
Argent Overload
Sorcery

Argent Overload deals X damage to any target.

The tower drinks Hell and exhales voltage.
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Combat Support{W}
Combat Support
Instant

Target creature gets +1/+1 until end of turn. Draw a card.

Air support is a myth on Mars. Fire support isn't.
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Field Triage{W}
Field Triage
Instant

Target creature you control gets +2/+2 until end of turn. You gain 2 life.

Stimpacks first. Questions never.
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Rip and Tear{R}
Rip and Tear
Instant

Target creature you control deals damage equal to its power to target creature you don't control. (No bullets. No mercy. No leftovers.)

...until it is done.
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Argent Barrage{1}{R}
Argent Barrage
Instant

Argent Barrage deals 3 damage divided as you choose among one or two targets.

The tower's overflow, aimed.
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Argent Judgment{1}{W}
Argent Judgment
Instant

Destroy target creature with power 4 or greater.

The bigger they come, the better the glory.
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Chainsaw Fuel{1}{R}
Chainsaw Fuel
Instant

Target creature you control gets +1/+0 and gains deathtouch until end of turn. Draw a card.

One bar of fuel, one guaranteed conversation-ender.
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Combat Momentum{1}{R}
Combat Momentum
Sorcery

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Stop moving and you're a statistic.
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Emergency Beacon{1}{W}
Emergency Beacon
Instant

Create a 1/1 white Human Soldier creature token. You gain 1 life.

Somebody always answers. That's the miracle and the problem.
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Finishing Move{R}{W}
Finishing Move
Instant

Destroy target creature that was dealt damage this turn. You gain 3 life.

Stagger them, then take the health the hard way.
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Gore Nest Purge{1}{R}
Gore Nest Purge
Sorcery

Gore Nest Purge deals 4 damage to target creature. Create a 1/1 red Zombie creature token named Possessed.

The nests scream when you rip them. That's the good part.
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Argent Surge{1}{R}{W}
Argent Surge
Instant

Target creature gets +3/+3 and gains indestructible until end of turn.

The suit drinks the tower's overflow.
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Berserk Powerup{2}{R}
Berserk Powerup
Sorcery

Creatures you control get +2/+0 and gain first strike and deathtouch until end of turn.

Fists become the loudest weapon in the room.
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Mission Debrief{2}{W}
Mission Debrief
Sorcery

Draw a card. You gain 2 life.

Casualties: heavy. Objectives: complete. Morale: armed.
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Purge the Corruption{2}{W}
Purge the Corruption
Instant

Exile target creature. Its controller gains 3 life. (The Lazarus wave gives; the Slayer takes away.)

Some infestations you burn. Some you erase.
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Containment Protocol{3}{W}
Containment Protocol
Sorcery

Exile target creature with power 4 or greater.

Hayden's containment teams filed the demon under 'assets.'
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Survivor Militia{3}{W}
Survivor Militia
Sorcery

Create two 1/1 white Human Soldier creature tokens.

Everyone left on this station owns a shotgun now.
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Argent Cascade{4}{R}{R}
Argent Cascade
Sorcery

Argent Cascade deals 4 damage to each creature you don't control.

When the tower finally blew, Hell flinched.
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Enchantments 4

Trial of the Runes{1}{W}
Trial of the Runes
Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Put a +1/+1 counter on target creature you control.

III — Target creature you control gains double strike and indestructible until end of turn.

The stones ask only one question: how fast can you kill?
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Argent Aegis{2}{W}
Argent Aegis
Enchantment — Aura

Enchant creature

Enchanted creature gets +0/+3 and has vigilance.

The suit's shield sings when it eats a fireball.
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Gore Nest{2}{R}
Gore Nest
Enchantment

At the beginning of your end step, create a 1/1 red Zombie creature token named Possessed. (The arena stocks itself.)

Tear out the heart. Enjoy the applause.
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Slayer's Testament{2}{R}{W}
Slayer's Testament
Enchantment

Glory Kill — Whenever a creature an opponent controls dies during your turn, put a +1/+1 counter on target creature you control. You gain 1 life.

In the first age, in the first battle, when the shadows first lengthened, one stood.
—the Slayer's Testament
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Lands 36

Advanced Research Complex
Advanced Research Complex
Land

Advanced Research Complex enters tapped.

{T}: Add {R} or {W}.

The BFG lived here, briefly.
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Argent Tower
Argent Tower
Land

Argent Tower enters tapped.

{T}: Add {R} or {W}.

{3}, {T}: Each opponent loses 1 life. (The signal goes both ways.)

The spike that bled Hell into the grid.
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Kadingir Sanctum
Kadingir Sanctum
Land

Kadingir Sanctum enters tapped unless an opponent lost life this turn.

{T}: Add {R} or {W}.

Hell's cathedral district.
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Lazarus Labs
Lazarus Labs
Land

Lazarus Labs enters tapped.

{T}: Add {R} or {W}.

{4}, {T}, Sacrifice Lazarus Labs: Create two 1/1 white Human Cultist creature tokens.

Olivia's people believed they'd be spared. They were half right: they were changed instead.
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×14
Mountain
Mountain
Basic Land — Mountain
{R}
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×12
Plains
Plains
Basic Land — Plains
{W}
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Resource Operations
Resource Operations
Land

Resource Operations enters tapped.

{T}: Add {R} or {W}.

The first thing the demons took. The first thing the Slayer took back.
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The Argent Facility
The Argent Facility
Land

The Argent Facility enters tapped.

{T}: Add {R} or {W}.

Everything the UAC built on Mars, it built on a borrowed battery.
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The Foundry
The Foundry
Land

{T}: Add {C}.

{1}, {T}: Add {R} or {W}.

Argent plasma pours like daylight.
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The Necropolis
The Necropolis
Land

The Necropolis enters tapped.

{T}: Add {R} or {W}.

{2}, {T}, Sacrifice The Necropolis: Return target Equipment card from your graveyard to your hand.

They buried their god's heart with honors. The Slayer made a delivery.
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Titan's Realm
Titan's Realm
Land

Titan's Realm enters tapped.

{T}: Add {R} or {W}.

When Titan's Realm enters, scry 1.

You walk an hour across the corpse before you notice it has a face.
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VEGA Central Processing
VEGA Central Processing
Land

VEGA Central Processing enters tapped.

{T}: Add {R} or {W}.

When VEGA Central Processing enters, scry 1.

The coldest place on Mars, and the only polite one.
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