History of the Control Deck in T2, Feb '96 - Nov '97


Part 1. Pro Tour 1 and the LA/Columbus Qualifier Tournaments, Feb '96 - May '96 

With the restriction of the Black Vise in the Standard format, new doors were opened in terms of deck design and strategy. Before this, all competitive decks either exploited the obscene damage potential of the Black Vise (such as the Howling Mine or Winter Orb Vise Age decks) or were quick enough to play around it (such as the G/R beatdown or B/x discard decks).

At the first Pro Tour, top players were for the first time allowed to run decks that were not routinely punished for holding multiple cards in hand. This fact led to the births of both the B/x Necrodecks and the “Fortress” philosophy, generally assumed to be U/W Control decks based in the principles of Brain Weissman’s famous Type I deck.

These Control decks were slower than any decks before them. They were characteristically non-aggressive, choosing to hold back and remove threats rather than to attack or disrupt the opponent’s game. The Control player waited behind a Fortress of permission and creature neutralization cards, staying alive for the sake of staying alive.

Consider the following deck played by Hammer at Pro Tour 1, constructed under the "five cards from each T2 legal expansion" rule:

"Hammer" Regnier - Millstone

  4 Counterspell 
  4 Power Sink 
  1 Recall 
  4 Spell Blast 

  1 Balance 
  4 Disenchant 
  3 Land Tax 
  4 Swords to Plowshares 
  4 Wrath of God 
  3 Icy Manipulator 
  1 Ivory Tower 
  3 Millstone 
  1 Zuran Orb 




 Sideboard:
  1 Abbey Gargoyles 
  1 Arenson's Aura 
  2 Circle of Protection: Black 
  2 Circle of Protection: Red 
  1 Divine Offering 
  1 Truce 
  3 Mishra's Factory 
  1 City of Brass 
  4 Adarkar Wastes 
  1 Ruins of Trokair 
  4 Svyelunite Temple 
  4 Island 
  6 Plains 
  
 Sideboard(Cont):
  1 Feldon's Cane 
  1 Fountain of Youth 
  2 Memory Lapse 
  1 Sea Sprite 
  2 Steal Artifact 

Notice that Hammer’s deck had very few ways to win, only 3 Millstones and 3 Factories--and the Factories themselves are also mana sources! Because of this, Hammer would have a very high chance of drawing a card that would keep him alive either by life gaining (Ivory Tower and Zuran Orb), by removing dangerous threats played by the opponent (creature or enchantment/artifact removal), or by countering these cards before they hit the table (12-14 permission spells).

From the position of drawing 3 or more cards per turn via Land Tax, removing multiple creatures with a single spell via Wrath of God, and milking the abusive power of the Ivory Tower, this deck would usually be able to ensure its position of 1 or more life--all that was necessary to continue the game. At the same time, both Hammer’s deck and his opponent’s would draw threats or threat removal, but Hammer’s deck would generally draw more raw cards; because of the large number of permission and removal used, the Control deck would be able to counter threats constantly, at the same time whittling away at the opponent’s library with Millstones or attacking through a Wrath-cleared battlefield with Factories.

Efficiency of this nature allowed Hammer to make an impressive top 8 showing at Pro Tour 1, and helped make the U/W Control deck a popular one for its era.

A similar deck, worthy of mention here, from the same environment, was the so-called “Neutral Ground” Serra-Scepter deck. This version came from Rob Hahn’s “Schools of Magic.”

Rob Hahn's "Serra-Scepter"

  2 Serra Angels 

  3 Swords to Plowshares 
  1 Wrath of God 
  4 Disenchant 
  3 Land Tax 
  1 Balance 

  4 Counterspell 
  2 Powersink 
  2 Control Magic 
  1 Recall 

  2 Jayemdae Tomes 
  2 Disrupting Scepters 
  2 Jester's Cap 
  2 Icy Manipulators 
  1 Serrated Arrows 
  1 Aeolipile 
  1 Feldon's Cane 
  1 Ivory Tower 
  1 Zuran Orb 

 Sideboard:
  2 Control Magic 
  2 Orders of Leitbur 
  2 COP: Black 
  2 Divine Offering 
  2 Serrated Arrows 
  2 Fellwar Stones 

  4 Adarkar Wastes 
  7 Plains 
  7 Islands 
  2 Svyelunite Temples 
  4 Mishra's Factories 
  


 Sideboard(Cont):
  2 Sleight of Mind 
  1 Wrath of God 
  1 Merchant Scroll 
  1 Swords to Plowshares 

This deck, like Hammer’s, drew multiple cards per turn via Land Tax (and Jayemdae Tome), increasing its chances of having the necessary threat-removal when the opposing deck presented threats. Also present was the soft-lock of the Disrupting Scepter, where the Control player depleted his opponent’s hand.

With no cards in hand, it was a small thing for the Control player to attack with Serra Angel, ending the game in only a few turns. Because he had no resources, the opposing player was forced to top-deck an anti-Serra Angel card quickly or fall prey; because the Control player usually had many cards in hand, including a couple of permission spells, the likelihood of a dead Serra Angel once the soft lock is in place was very low.

Now consider these decks in an environment where the opposing player was almost assured an early Black Vise.

Aggro: Land, Vise.
Control: Land, um, Land Tax.
Aggro: Land, Done.
Control: Ouch. Are you sure you don’t want to cast something so I can counter it, thereby allowing me to reduce my hand size, and with that, the amount of damage you can deal with your Black Vise?
Aggro: Pretty sure. Go ahead and Tax, though.
Control: Okay. I draw lots of cards... Doh! “Ouch” has evolved to “OUCH.”

Clearly this deck was non-viable in such a setting.


Part 2: The Restriction of Land Tax, Jun '96 - Aug '96 

The Control decks were so popular and powerful during Pro Tour 1 (2 U/W decks made the final 8, and Mike Loconto’s won the whole thing) and the LA and Columbus qualifier tournaments that followed, that Wizards of the Coast identified them as a problem, overpowered to some degree.

The answer to their ridiculous efficiency was the restriction of Land Tax, which allowed the Control player (especially when combined with Zuran Orb or Strip Mine) to draw multiple cards per turn at little or no cost. While this was an attempt to level the field, it actually promoted an environment dominated by Necropotence decks, whose libraries were still allowed 4 Hymns to Tourach, 4 Strip Mines, and 4 Necropotences, plus multiple Demonic Consultations.

Because of this significant environmental imbalance, there were few traditional U/W Control decks present at the 1996 US National championships and World Championships (although Prison and Stasis decks were very successful, their histories are detailed elsewhere on The Magic Dojo). This deck by Erno Ekebom, who placed well at the 1996 World Championships, is a notable exception.

Erno Ekebom's "Aggro-Control"

  4 Savannah Lions 
  3 Order of Leitbur 
  4 Order of the White Shield 
  1 Blinking Spirit 

  3 Swords to Plowshares 
  4 Disenchant 
  1 Land Tax 
  1 Balance 
  3 Power Sink 
  2 Control Magic 
  1 Recall 
  
  1 Zuran Orb 
  1 Serrated Arrows 
  2 Jeweled Amulet 
  1 Aeolipile 

 Sideboard:
  1 Aeolipile 
  1 Armageddon 
  3 COP: Black 
  1 COP: Green 
  2 COP: Red 
  4 Strip Mine 
  4 Mishra's Factory 
  2 Kjeldoran Outpost 
  2 City of Brass 
  4 Adarkar Wastes 
  1 Island 
  10 Plains 


 Sideboard(Cont):
  3 Divine Offering 
  1 Karma 
  1 Serrated Arrows 
  2 Sleight of Mind 

Notice that this is a much more aggressive take on the Control deck. Ekebom included a fast offense via Savannah Lions and protection from black Clerics and Knights to supplement the more control-oriented Blinking Spirit and Mishra’s Factories. Another key alteration is the inclusion of Aeolipile and Control Magic along with only three Swords to Plowshares for creature elimination. These cards were more effective against the protection from white Clerics and Knights of the popular Necrodecks than Swords to Plowshares, and along with the inclusion of an impressive *seven* anti-black creatures of his own, Ekebom dramatically increased his deck’s chances against the Necrodeck, even with the loss of Land Tax.

The core of the Control deck is intact, however, with creature elimination and Disenchants as a defensive theme, supplemented by permission in the form of Power Sink. Also notable was Ekebom’s early use of the Kjeldoran Outpost, which would see a more broad popularity later.


Part 3: Pro Tour Columbus and the Restriction of Strip Mine, Jul '96 - Oct '96

Simultaneous with the restriction of Land Tax came the legalization of Alliances. At Pro Tour Columbus, with its Ice Age/Alliances only format, appeared the use of 3 new additions to the U/W Control deck’s arsenal: Force of Will, Thawing Glaciers, and Kjeldoran Outpost.

Perhaps the first deck to combine the power of these cards for the U/W Control deck was Jon Finkel’s Ice Age/Alliances only deck, which earned him an impressive spot at Pro Tour 3.

Jon Finkel's PT3 ALICE  "Blinkie-Post"

  4 Blinking Spirit 
  4 Disenchant 
  4 Swords to Plowshares 

  4 Counterspell 
  2 Powersink 
  2 Force of Will 
  1 Binding Grasp 
  1 Hydroblast 

  2 Pyroclasm 
  1 Lava Burst 
  4 Stone Rain 

  3 Icy Manipulator 
  2 Jester's Cap 
  1 Zuran Orb 

 Sideboard:
  1 Binding Grasp 
  3 Burnout 
  1 COP: Black 
  2 COP: Green 
  2 COP: Red 
  2 Kjeldoran Outpost 
  4 Adarkar Wastes 
  3 Thawing Glaciers 
  5 Mountain 
  6 Plains 
  7 Islands 


 Sideboard(Cont):
  1 COP: White 
  1 Hydroblast 
  2 Loadstone Bauble 
  1 Pyroblast 
  1 Pyroclasm 

The Ice Age/Alliances environment, with the conspicuous absence of Strip Mine, allowed the U/W Control player to abuse the powerful card-drawing abilities of both Thawing Glaciers and Kjeldoran Outpost. One Thawing Glaciers would generally allow the drawing of an additional card every other turn; the Outpost would create a 1/1 token threat, effectively a card, if the opponent was forced to Plow, Incinerate, or otherwise deal with it, each turn. In this environment, only spells, such as Icequake, Pillage, and Stone Rain, could deal with these powerful lands.

Finkel was conscious of the power of Thawing Glaciers and Kjeldoran Outpost in his opponents’ decks, including 4 Stone Rains to defend against their card advantage engines.

In the Standard format, however, Control players tended to resort to the “lock” decks such as the Prison (such as George Baxter’s Orb-Song finalist deck at the US Nationals) or Turbo-Stasis (played by many top players at the 1996 US and World Championships). The presence of Strip Mine represented an uncounterable attack on the Outpost and Thawing Glaciers that made these cards more-or-less frivolous in a traditional U/W Control deck.

With the eventual restriction of Strip Mine, the Outpost and Thawing Glaciers became much more viable, especially with the power of permission to defend them from Icequake, Pillage, Stone Rain, and so forth.

The following deck used by Jon Finkel was one of the first examples of Counterpost, a new version of the U/W Control deck specifically designed to win with the Kjeldoran Outpost.

Jon Finkel's "Finkel-Post"

  4 Counterspell 
  3 Force of Will 
  3 Power Sink 
  2 Recall 

  4 Swords to Plowshares 
  4 Wrath of God 
  3 Disenchant 
  1 Balance 

  1 Fireball 
  2 Stone Rain 

  1 Feldon’s Cane 
  1 Zuran Orb 





 Sideboard:
  2 Feldon’s Cane 
  2 Stone Rain 
  3 CoP: Black 
  2 CoP: Green 
  4 Thawing Glaciers 
  4 Kjeldoran Outpost 
  1 Strip Mine 
  4 Mishra’s Factory 
  2 Adarkar Wastes 
  2 City of Brass 
  2 Mountain 
  6 Plains 
  6 Island 

 Sideboard(Cont):
  2 CoP: Red 
  1 Disenchant 
  3 Divine Offering 

This deck has few targets for opposing spells, and no threats that at all that can be dealt with via permission. This method of deck design was popularized by East Coast players Erik Lauer and Jon Finkel as an attempt to create wasted card slots (i.e.. Disenchant, Swords to Plowshares, and Wrath of God) in the hands of an opposing white player. At the same time, the considerable inefficiencies against aggressive decks associated with no main deck Ivory Tower or Land Tax could be supplemented somewhat by a wide permission base.

The incredibly high land count is a testament to both the hunger of the Outpost and the deck-thinning efficiency of Thawing Glaciers. Kjeldoran Outpost requires the sacrifice of a Plains when it comes into play; Thawing Glaciers can constantly fill that need, simultaneously replacing the void left by Land Tax.

The Counterpost deck’s greatest asset, however, was a new economy in deck design. In all previous incarnations of the U/W Control deck, the focus of the deck to simply stay alive was hindered somewhat by the possibility of drawing a card that could kill the opponent, such as a Millstone. In this new era, the Outpost represented a card that could both keep the Control player alive (the main focus of the U/W Fortress philosophy) and serve as a road to victory.

The main weaknesses of this deck were the restricted Black Vise (which was extremely problematic, as the new Counterpost deck had very few proactive cards which it could cast from its hand) and other Kjeldoran Outposts. The loss of Strip Mine at the same time made this deck viable, and make it vulnerable to other versions. To partly offset the danger posed by opposing Outpost decks, Finkel’s version, like its Ice Age/Alliances predecessor, started with Stone Rain.


Part 4: The Release of Mirage and Pro Tour Dallas, Oct '96 - Dec '96

The additions to the U/W Control deck from Mirage were many and powerful.

First, Dissipate served as a cheap permission option to supplement Counterspell and Force of Will. While not game-breaking in and of itself, Dissipate proved in most cases preferable to Power Sink and Spell Blast.

Next, the Enlightened and Mystical Tutors allowed U/W Control decks to better abuse their restricted cards. In the words of John Chinnock, the Tutors create an environment where Balance + Zuran Orb “isn’t just a lucky occurrence, but instead is something that happens every single game at the perfect time (and some games twice).”

Perhaps most importantly, Mirage’s addition of Political Trickery allowed U/W Control decks, bereft of any land destruction beyond the symmetrical--and therefore undirected and dangerous--Armageddon, to combat other U/W Control decks.

Many of these factors matured in Andrew Cuneo’s deck, which won him a slot for Pro Tour Paris:

Andrew Cuneo's "U/W-Control"

  1 Blinking Spirit 
  3 Wrath of God 
  3 Swords to Plowshares 
  3 Disenchant 
  1 Land Tax 
  1 Balance 

  2 Counterspell 
  2 Dissipate 
  3 Force of Will 
  1 Arcane Denial 
  1 Mystical Tutor 
  4 Brainstorm 
  1 Recall 

  1 Icy Manipulator 
  2 Serrated Arrows 
  3 Lodestone Bauble 
  2 Sky Diamond 
  2 Marble Diamond 
  1 Zuran Orb 

 Sideboard:
  2 Hydroblast 
  1 Conversion 
  1 COP: Red 
  2 Serrated Arrows 
  1 Disenchant 
  1 Divine Offering 
  3 Thawing Glaciers 
  1 Strip Mine 
  4 Mishra’s Factory 
  4 Adarkar Wastes 
  6 Islands 
  5 Plains 

 Sideboard(Cont):
  3 Political Trickery 
  1 Mahamoti Djinn 
  1 Control Magic 
  1 Steal Artifact 
  1 Soldevi Digger 

Cuneo’s deck was by his own testimony a sort of hybrid between the traditional U/W Control deck and the Prison. Diamonds and an Icy Manipulator of his own allowed for operation under an opposing Winter Orb, yet his deck retained the flexibility of the traditional U/W Control deck.

In the first game, a very creature-hostile environment was created by the synergy between Icy Manipulator + Wrath of God (a sure guarantee for a 2-for-1 card exchange), supplemented by Serrated Arrows and Swords to Plowshares. The combination of Balance, Mystical Tutor, and Recall was obvious, and potentially abusive, against any deck lacking permission.

While his main deck focused on creature threats, the sideboard devastated other U/W Control decks. Sideboarding in Mahamoti Djinn could be disastrous for an opponent who decided his Swords to Plowshares and Wraths of God were ineffective against a lone Blinking Spirit. Furthermore, the inclusion of three Political Trickeries absolutely wrecked Outpost-based strategies, effectively transforming the deck into Counterpost after sideboarding. Finally, a Soldevi Digger made the deck invulnerable to Millstone.

Most interesting, though, in this deck of mostly 2’s and 3’s was the use of 4 Brainstorms. Brainstorm, in combination with Thawing Glaciers, was very similar to an Ancestral Recall in Type II. Cuneo used this to great effect in many games, shuffling excess land back into his deck, while filling his hand with permission and destruction cards.


Part 5: The Loss of Ice Age and the Banning of the Restricted List, Jan '97 - Apr '97

Ice Age’s rotation out of the Type II environment removed access to the powerful Icy Manipulator soon after Pro Tour Dallas, but the real blow dealt to the U/W Control deck was the complete removal of the restricted list.

Ivory Tower, Balance, Land Tax, and other staple cards were simply gone. Mystical Tutor abuse was at a minimum. The loss of Zuran Orb created new fear of burn and Sligh decks, which the U/W Control decks had consistently defeated in the past.

This Browse deck represents the U/W resistance against a new environment dominated by black weenie (which retained the Hypnotic Specter), Sligh, and Big Blue.

Tokuda "U/W-Browse"

  4 Counterspell 
  4 Force of Will 
  4 Arcane Denial 
  1 Dissipate 
  1 Political Trickery 
  1 Recall 
  3 Browse 

  4 Plowshares 
  3 Wrath of God 
  4 Disenchant 
  2 Enlightened Tutor 
  1 COP: Black 
  1 COP: Red 

 Sideboard:
  2 Disrupting Scepter 
  1 Browse  
  3 Hydroblast 
  1 Mahamoti Djinn 
  1 Soldevi Digger 

  4 Thawing Glaciers 
  1 Kjeldoran Outpost 
  10 Plain 
  11 Island 

 Sideboard(Cont):
  3 Political Trickery 
  2 COP: Black 
  2 COP: Red 
  1 Divine Offering 

AustiKnight Lance Tokuda had the following to say about the performance of his deck in that Type II environment:

“The deck can crush Sligh with a single CoP: Red and many counterspells.

“It can beat a lot of black decks with one CoP: Black and no counterspells! Once you win the first game versus black, you just have to get lucky in the second game with additional CoP: Blacks and take control with Browse.

“Big Blue has almost no chance against this deck because it can't get rid of browse once you get it into play. Big Blue’s only chance is to kill you quickly.

“It will usually beat Ernhamgeddon but lose to weenie geddon. I really think it is a power deck that many people have never seen.”

Unusual in the design is the use of only one Kjeldoran Outpost. This choice actually serves to increase the chances of drawing actual removal and permission cards, bringing the Control player to a point where he can sit back and abuse Browse, counter almost every threat, and win in the late game with the Outpost or Soldevi Digger.

Browse makes this deck incredibly powerful against other Control decks of various styles.


Part 6: 5th Edition, May '97 - Jun '97

The rotation from 4th Edition and Chronicles to 5th Edition generally weakened every existing Standard deck. Black lost Hypnotic Specter and Sengir Vampire, Blue lost Control Magic and Mahamoti Djinn, green lost Erhnam Djinn, red lost the staple Lightning Bolt and most of its quality small creatures, and white lost its very base in Swords to Plowshares and Serra Angel.

Without Swords to Plowshares, the U/W Control deck was effectively crippled against aggressive creature decks. Its fastest defensive element, the ability to remove almost any creature on turn 1 at very little cost, had to be supplemented somehow.

The answer was:

Erik Lauer's "Lauer-Post"

  4 Counterspell 
  4 Dissipate 
  4 Force of Will 
  4 Brainstorm 
  4 Impulse 
  1 Political Trickery 

  4 Nevinyrral's Disk 
  3 Lodestone Bauble 
  4 Wrath of God 
  1 Disenchant 
  1 COP: Red 


 Sideboard:
  3 COP: Black 
  2 COP: Red 
  1 COP: Green 
  2 Wall of Air 
  4 Thawing Glacier 
  4 Kjeldoran Outpost 
  6 Plains 
  12 Island 

 Sideboard(Cont):
  1 Cursed Totem 
  1 Disrupting Scepter 
  2 Political Trickery 
  3 Disenchant 

The original Lauerpost deck replaced the speed of Swords to Plowshares with the acceleration of Thawing Glaciers in combination with an obscene amount of cantrips. The cantrip base allowed the Lauerpost player to tear through his deck to whatever key cards seemed necessary, from the mass destructive power of Nevinyrral’s Disk and Wrath of God, to single copies of Disenchant and Circle of Protection: Red. Perhaps most importantly, the use of many cantrips allowed the Lauerpost player to play land almost every turn, because he was able to look at and choose from a much greater number of cards than most players. Like his friend Andrew Cuneo, this deck’s creator, Erik Lauer, was able to abuse the “Type II Ancestral Recall,” Brainstorm + Thawing Glaciers.

Lauer made a fine showing with this U/W Control deck, earning a spot at the 1997 US National Championships.


Part 7: The Return of Ice Age, Jul '97 - Sep '97

Just when U/W Control players were getting used to the idea of winning without their staple cards Icy Manipulator and Swords to Plowshares, Ice Age returned to the Standard environment.

The following version of Counterpost, which in many ways combined the best principles of previous U/W Control decks, was used by Jon Finkel to win the first 1997 US Open, and allowed him further to reach the final 8 of the US National Championships:

Jon Finkel's "Finkel-Post, Redux"

  4 Counterspell 
  2 Force of Will 
  2 Dissipate 
  4 Brainstorm 
  4 Impulse 
  3 Browse 
  1 Political Trickery 

  1 Soldevi Digger 
  4 Wrath of God 
  4 Swords to Plowshares 
  3 Disenchant 
  1 Gerrard's Wisdom 
  4 Abeyance 
  1 COP: Black 

 Sideboard:
  1 COP:Black 
  2 Karma 
  1 Disenchant 
  2 Dust to Dust 
  1 Gerrard's Wisdom 
  2 Kjeldoran Outpost 
  4 Thawing Glaciers 
  4 Adarkar Wastes 
  4 Plains 
  8 Island 


 Sideboard(Cont):
  1 Sleight of Mind 
  2 Serrated Arrows 
  2 Disrupting scepter 
  2 Political Trickery 
  1 ? 

Finkel credits John Chinnock with this deck idea, with input and influences from Brian Schneider and Erik Lauer. In practice, this deck operates on the cantrip-driven principle of the Lauerpost defense, further increasing its own defensive speed with the availability of the casting cost 1 Swords to Plowshares.


Part 8: U/W Control in the Current Environment, Nov '97

The Control “Fortress” philosophy has been absolutely crippled by the banning of Ice Age, Homelands, and Alliances. Gone are Swords to Plowshares, Serrated Arrows, Force of Will, Kjeldoran Outpost, and Thawing Glaciers. Players would think that the day of the U/W decks is over due to the removal of so many key cards, but it seems that with Tempest, Control might continue to be a viable option.

Alex Shvartzman of *Inquest* has been operating on the East Coast with this “Steel Curtain” deck:

Alex Shvartzman's "Steel Curtain"

  4 Counterspell 
  3 Dissipate 
  2 Dismiss 
  3 Disrupt 
  4 Propaganda 
  2 Pendrell Mists 
  2 Capsize 
  4 Impulse 
  1 Recall 

  3 Steel Golem 
  4 Winter Orb 
  1 Grindstone 
  1 Jester's Cap 

 Sideboard:
  1 Disrupt 
  2 Abduction 
  4 Hydroblast 
  2 Chill 
  3 Sky Diamond 
  3 Mind Stone 
  4 Quicksand 
  16 Island 

 Sideboard(Cont):
  1 Steel Golem 
  2 Suq'Ata Firewalker 
  2 Disrupting Scepter 
  1 Grindstone 

Although the Steel Curtain at this point contains no white cards, it seems to have come full circle back to the original Standard U/W Control decks played by Hammer and the Neutral Ground community. Shvartzman’s deck wins by a combination of creatures (Steel Golems here, rather than Mishra’s Factories) and deck exhaustion (Grindstone and Jester’s Cap rather than Millstone). It also successfully incorporates the "Turbo-Cantrip" principles of the previous Lauer and Finkel decks. 

Like all Control decks in the Standard environment, the Steel Curtain creates a creature-hostile playing field, here with Propaganda, Pendrell Mists, Quicksand, and Capsize. Combined with Winter Orb, these cards are extremely effective against any sort of a creature rush.

The further success of the Steel Curtain and the Control Fortress philosophy remains to be seen, but it appears that even with the removal of many key cards, this defensive style of play will persevere.


Article written and © 1997 by Mike Flores, used here with permission of author.
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