Protectors of the nation United Sanctuary, the Royal Paladin clan are an order of guardian knights. Royal Paladins play on the Arthurian legend theme. The manga refers to them as "Holy Knights of Light". Royal Paladins are a Force Gift clan. They are easy to learn, and offer a player a gateway into more complex concepts in Vanguard. They are also the signature clan of Sendou Aichi, the anime's main character!

 

V-Era Royal Paladins is a fair, balanced and well rounded clan in the Standard V Format. They have a strong early to mid-game tempo push, but begin to fall off in the late game.

 

Their main game plan revolves around the card "Blaster Blade". He is the heart and soul of the deck. Royal Paladin's main goal is to set up a strong grade 2 turn with Blaster Blade as your Vanguard surrounded by strong units.

 

This card puts immense pressure on your opponent in the early stages of the game and if they do not have the resources in hand to combat it, they are forced to play from behind from the remainder of the game.

 

Pros

Cons

  • Promotes resource management

  • Incredibly strong Grade 2 game

  • Increased consistency with Monarch Sanctuary Alfred

  • Frequent support

  • Multi-attacking Force clan.

  • Repetitive game-play

  • Weakness to Protect clans

  • No counter-charger

  • Over reliance on Blaster Blade

 

Solitary Knight, Gancelot

Grade 3 

4 Copies

Main Grade 3 Ride

Blaster Blade

Grade 2

4 Copies

Your Avatar

Knight of Friendship, Kay

Grade 1

4 Copies

Pressure enabler, calls Bedivere.

Yggdrasil Maiden, Elaine

Grade 0

4 Copies

Monarch Sanctuary Alfred

Grade 3

4 Copies

Second Grade 3 Ride

Knight of Loyalty, Bedivere

Grade 2

4 Copies

Grade 2 pressure enabler.

Knight Squire, Allen

Grade 1 

2 Copies

Counterblast to plus a card.

Bringer of Good Luck, Epona

Grade 0

4 Copies

Knight of Truth, Gordon

Grade 2

4 Copies

Buffs Blaster Blade

Knight of the Harp, Tristan

Grade 1

4 Copies

Blaster Blade searcher.

Pluck Enchanter

Grade 1

3 Copies

Countercharge/Soul Charge engine.

Flogal

Grade 0 

4 Copies

Flash Shield, Iseult

Grade 0

4 Copies

Glyme

Grade 0

1 Copy

 

Solitary Knight, Gancelot

Grade 3

4 Copies

Main Grade 3 Ride

Blaster Blade

Grade 2

4 Copies

Your Avatar

Knight of Friendship, Kay

Grade 1

4 Copies

Pressure enabler, calls Bedivere.

Yggdrasil Maiden, Elaine

Grade 0

4 Copies

Decorous Knight, Hengist

Grade 3

4 Copies

Alternate Grade 3 Ride

Knight of Loyalty, Bedivere

Grade 2

4 Copies

Grade 2 pressure enabler.

Knight Squire, Allen

Grade 1 

2 Copies

Counterblast to plus a card.

Bringer of Good Luck, Epona

Grade 0

4 Copies

Knight of Truth, Gordon

Grade 2

4 Copies

Buffs Blaster Blade

Knight of the Harp, Tristan

Grade 1

4 Copies

Blaster Blade searcher

Pluck Enchanter

Grade 1

3 Copies

Countercharge/Soul Charge engine

Flogal

Grade 0 

4 Copies

Flash Shield, Iseult

Grade 0

4 Copies

Glyme

Grade 0

1 Copy

 

Royal Paladin has one of the most punishing early games in Standard. If executed correctly, you can set your opponent behind early or put them on the back burner for the rest of the game. When you mulligan, look for aggressive cards for you to play in the early game. Always dig for Blaster Blade but make sure to keep any copies of Kay and Bedivere (especially in tandem), and Allen or Marron.

 

If you open up with any Grade 3 not named Solitary Knight, Gancelot, send it back for a mulligan. The same goes for Exculpate the Blaster, as he is only good late game. The ideal hand is having Blaster Blade and ways to reach the 4 card minimum to have his extra critical effect active without having to call triggers or sub-optimal units.

 

Treat every counterblast as “Draw 1 card.” Every counterblast open should either net you a card to the field for free or a draw. Avoid using Blaster Blade’s counterblast 1 skill to retire as this is not an efficient way to use counterblast in Royal Paladins. Make sure to always have a grade 1 behind Blaster Blade during your grade 2 turn when he has his extra critical active. This makes it so that if your opponent drops a 15k shield, you can still pass it with 1 trigger check. If they do not guard, you're in a very strong position.

 

Now they will be behind for the rest of the game while your units only get stronger in power. NOTE: Make sure to attack with Blaster Blade first to avoid your opponent getting a defensive trigger and making the +Crit more easily to guard. Rule of thumb whenever you hit a trigger, always give power to your weakest column first.

 

During your grade two turn, the magic number is 20k. It doesn’t matter if your opponent is on grade 1 or 2, 20k will always be the magic number. Why is 20k a magic number? It’s the amount your columns need to be to still hit after 1 defensive trigger. Grade 1’s have 8k power and Grade 2’s have either 9/10k power. 1 defensive trigger puts those numbers at 18k or 19/20k. Meaning your columns will still hit if they hit 1 defensive trigger. What cards hit for magic numbers? Belvidere and Kay together in 1 column is a 24k column. Also, having Knight of Truth, Gordon is extremely powerful because it gives all Blaster Blade units +5k power and it can boost any Blaster Blade in the same column, making a 25k column.

 

If you have the counterblast available, Allen and Marron both help hit those magic numbers as well. Making these magic numbers during your Blaster Blade turn could be the difference between winning and losing so make sure to plan accordingly!

Whether your first Grade 3 ride is Solitary Knight, Gancelot or Monarch Sanctuary Alfred, the ideal placement for your first Force Marker would be on a Rearguard Circle. The logic behind this is to help hit those 27k/28k “magic numbers.” Alfred can gain power by himself as long as Blaster Blade is live and Gancelot makes the column without Blaster Blade more deadly. If you have two Blaster Blades and you are riding Gancelot, putting a force marker underneath your vanguard is a good idea since Gancelot will always give Blaster Blade 10k power.

 

By putting the Force Marker on a Rearguard Circle, it forces more cards out of your opponent’s hand and or they are more likely to take that damage.

 

Once you ride Exculpate the Blaster however, the most optimal Force Marker placement would be on Vanguard Circle. Exculpate the Blaster does not gain power by itself and making it a 24k column is very important for forcing your opponent to guard with more cards from hand.

 

This also gives an important 10k boost to for Blaster Blade after the Exculpate attack. Blaster Blade will be hitting minimum 28k with any Grade 1 booster. This is significant as both attacks will be hitting “magic numbers” without the need of any triggers.

 

At this point in the game you have ideally gotten off a strong Blaster Blade turn and are now about to ride your first grade 3. Your opponent should also be at around 2-3 damage from that turn. Your ideal first ride is Solitary Knight, Gancelot. He puts the most pressure on the board out of all the other grade 3 options. He accomplishes two very important things: 1) He allows for Blaster Blade to gain a drive check on your turn, as it turns its rear guard circle into a vanguard circle on your turn, and 2) He helps make “magic number” columns without using resources from hand.

 

Your goal for the mid game should be to put your opponent to at least 4 damage. 5 would be optimal. If you cannot put them at 5, do not fret, as you may have forced your opponent to use valuable shield numbers and or perfect guards, which helps you out for your next turn.

 

If you run Exculpate the Blaster, your deck should be focused more around deck thinning. By deck thinning with cards such as King of Knights, Alfred and Knight of Friendship, Kay your chances of finding or drawing an Exculpate the Blaster increase. If you have not accomplished both of these things, you are still considered to be in the mid game and cannot proceed to the deck’s endgame strategy with this card.

 

Once you have accomplished the goals of the mid game, you can now proceed and execute your end game strategy. Royal Paladin’s endgame is revolved around pressuring with Gancelot and gaining 3 really powerful attacks, while getting around 3-4 drive checks per turn. The sheer power of swinging at a minimum of 28k power without Force markers and constant critical pressure from having a Blaster Blade on the field with a drive check, is extremely threatening. In addition, if you have 2 Blaster Blades on the field, you get 4 drive checks, but you lose the critical pressure, but gain pressure from potential triggers. If you run Exculpate the Blaster, your goal is getting off 4 effective attacks. With Exculpate the Blaster, you’re able to get 4 attacks all with “magic numbers” due to the additional Force Markers. If you haven’t already, stack the Force Marker from Exculpate the Blaster on the Vanguard Circle. You want to be able to force at least two cards out of your opponent’s hand for each Vanguard and Rearguard circle attack. Assuming you have a full field that all hits over 27 or 28k your attack pattern should be as follows:

 

Attack 1: 24k from Exculpate unboosted (Force Marker + Exculpate 14k base)

Attack 2: 28k minimum from Blaster Blade boosted by at least a 8k booster w/ Crit+ pressure

Attack 3: Lowest attacking Rearguard columnAttack 4: Highest attacking Rearguard column

 

Any triggers revealed off Exculpate and Blaster Blade should be distributed to your Rearguard columns. If playing against a non-Protect clan, giving the first power boost to your Vanguard booster is a fine strategy as well assuming your opponent doesn’t have another Perfect Guard as now the Blaster Blade will be hitting for 38k w/ extra critical.

 

If the game has not ended at this point, this is the stage of the game where Monarch Sanctuary Alfred is most effective. You have most likely depleted your opponent’s resources and the power gain to both Monarch Sanctuary Alfred and Blaster Blade along with the extra critical pressure it applies, should be more than enough to end the game on your following turn.

 

Bermuda Triangle

Matchup Difficulty: Hard

Decks that often have the same game plan make games into very coin flippy situations. Unfortunately, the raw power of Bermuda Triangle's cards outmatches yours. As such, make sure to guard early as once the Melody engine comes online you'll be hard pressed to find the shield value. Using Blaster Blade to snipe important units from the front row and using the pressure Gancelot gives as well will be key in this matchup. Gancelot will give much needed power and allows Blaster Blade to be a constant threat. Bermuda Triangle does not like the constant critical pressure, drive checks, and consistent 20k+ power. You can also keep up with some of their early pressure by rushing at Grade 2 with your powerful units. Also, prioritizing a big Exculpate turn will be key to turning the tide in your favor, if you choose to play the card. Wiping their board will set them back a turn or two allowing you to recover and exert pressure. Bermuda does not have many resources to guard with, especially in hand so guarding early high attacking numbers and needing to replace their board after a mass retire is extremely difficult for them.

Dimension Police

Matchup Difficulty: Moderate

Dimensional Police is one of the biggest “Snowball” decks in Standard. If they get their engine going, they become almost impossible to stop. Super Dimensional Robo, Dailiner is a real threat and if they’re able to ride him as their first grade 3, prepare for a tough battle as he applies a lot of pressure on his own. Ultimate Dimensional Robo, Great Daiyusha is a great finisher for the deck as well. Being able to get 2 Vanguard attacks off both with 2 trigger checks can be quite difficult to defend against. Conserving Perfect Guards for Dailiner and his Crit+ pressure and attacking their Rearguards is key, as they help the deck hit those 35k and 45k numbers the deck needs to hit.

Gear Chronicle

Matchup Difficulty: Easy

Gear Chronicle on paper should be a hard matchup for Royal Paladin, but in reality the deck is very inconsistent. The deck runs anywhere from 4 to 7 Grade 3 units, and usually only 8 Grade 1 units! If they are able to open up with Lost Legend without having to ride assist or miss a ride altogether, they can begin to snowball a lead. Interdimensional Dragon Mystery-Flare Dragon is a real threat. He applies extra critical pressure and provides triple drive. They are also able to accrue multiple Force circles relatively quickly with Lost Legend's effect. With all the draw power Gear Chronicle has, decking out is quite possible. Well timed Perfect Guards will help tip this match up in your favor. Their rearguards are practically vanilla after they use their effect so going face to Vanguard every turn is important. 

Genesis

Matchup Difficulty: Easy

Genesis is a clan that revolves their entire strategy around Oracle Queen, Himiko. Himiko has a very powerful effect that lets Genesis get 3 free Crits or 3 free draws depending on what is in their soul. The key point in this matchup is retiring key units such as Battle Maiden, Shitateruhime and Goddess of the Milky Way, Pleione. By retiring these units, you deny the Genesis player important soul charges and prevent them from re-using them with Witch of Cats, Cumin. Be wary of Witch of Frogs, Melissa as she can deck you out if you’re low on cards in deck.

Kagero

Matchup Difficulty: Moderate

This matchup difficulty is ultimately decided on who either went first or opens up their ideal ride chain. If the Kagero player goes first and is able to ride Dragonic Overlord into Dragonic Overlord the Great you will have a very hard time combating them as they have a very similar game plan to you. The game can also be sped up depending on whether or not your opponent runs Dragonic Overlord the End. Much like the Bermuda Triangle match-up, guarding early and making sure to snipe key rear guards will be a core part of your plan. It will relieve pressure later on when the big attacks start to become live.

Link Joker

Matchup Difficulty: Moderate

Link Jokers pose a very difficult problem for Royal Paladin as they have the ability to bind any card on the field. Unlike Narukami, Link Jokers can bind cards from the back row. This can be problematic as there is no safe place for Blaster Blade to be on when on Rearguard Circle. Because Blaster Blade is crucial to the Royal Paladin strategy, making effective use is the utmost importance in this matchup. The only place for Blaster Blade in this matchup is in your hand.. A lot of the free resources Royal Paladin gains all get trumped by the bind mechanic Link Joker provides. Harmonics Messiah is also an extremely strong card that generates more attacks and provides the deck with a powerful draw engine. Taking advantage of their weak early game is key in this matchup. You need to rush them out while also managing your ability to consistently call Blaster Blade to your field.

Neo Nectar

Matchup Difficulty: Hard

Neo Nectar is by far one of the hardest Force matchups for Royal Paladins. Neo Nectar can apply tremendous amount of pressure from their grade 1 turn with multiple attacks due to their token generation. Neo Nectars specialize in generating free units called “tokens” and taking advantage of those free units and turning them into really big columns. The deck also has amazing draw power due to Exploding Tomato and Spiritual Tree Sage, Irminsul. White Lily Musketeer Captain, Cecilia is the deck's boss card and a threat whenever it hits the board. She’s able to replace and generate a whole board by herself for the cost of 1 counterblast and 1 unit. She also gives 10k to the whole front row if there’s another grade 3 in soul. The amount of pressure she applies and field advantage she gives, makes this matchup extremely difficult. The best way to deal with this matchup is to avoid taking damage early as their columns become incredibly difficult to guard late game. Make sure to conserve your Perfect Guards and if you can guard a Rearguard attack with 1 card, do it so you can afford taking damage late game when their columns require multiple cards to guards.

Shadow Paladin

Matchup Difficulty: Hard

Shadow Paladins are a clan that generate free resources at a better rate than Royal Paladins. The columns aren’t as threatening but this is due to the decks boss card conditions. Phantom Blaster Dragon(PBD) and Gust Blaster Dragon (GBD) are very real threats and can end the game the moment they hit the board. Shadow Paladins have amazing draw power and are able to build up a large hand rather quickly. In this matchup you want to dig for as many Perfect Guards as possible. Only using Perfect Guards the turn their PBD and GBD have Crit+ pressure is key. Getting to Exculpate and using his board wipe as soon as possible can tip the matchup in your favor as late game they run out of Skull Witch Nemain and Black-Winged Swordbreaker to keep up their extra critical pressure.

Spike Brothers

Matchup Difficulty: Moderate

Spike Brothers are a deck that is very similar to Royal Paladin. They can generate high attacking columns in the 35k+ range each. General Seifried is the clan’s main boss card and he applies huge amounts of pressure each turn. Make sure that Seifried never hits as his “on hit effect” is quite punishing. He gets to retire one of your units and restands one of their own Rearguards if he hits any of your units. Conserving your Perfect Guards and high shield values for his attack is key in this matchup. Avoid taking early damage as guarding late game can be quite taxing with the amount of power their Rearguards can reach.

Aqua Force

Matchup Difficulty: Easy

This is quite a fairly easy matchup for Royal Paladin due to the inherent advantage Force has over Accel clans. Saving your Blaster Blade retires and attacks on Tidal Assault, Marine General of the Restless Tides, Algos and Storm Rider, Diamantes is incredibly important. Unchecked, those Rearguards can cause havoc under the right circumstances. The strong pressure that Blue Storm, Maelstrom provides early forces you to guard to avoid their re-stand plays or take early damage. This guides them into their next turn with Blue Storm Supreme Dragon, Glory Maelstrom that provides 10k power to front row and restricts you from being able to intercept or guard with more than one card. The Blue Wing archetype is also extremely high roll and can create problems if they hit their heal triggers. This archetype has the ability to search for more cards and get re-stands on all of their Rearguards if they check a heal trigger. Avoid taking early damage and prioritize sniping Rearguards as they have little ways to net advantage and extend their board.  

Gold Paladin

Matchup Difficulty: Moderate

The difficulty of this matchup all comes down to who goes first. If Royals go first and have the necessary resources, this is one of the easiest matchups Royal Paladins can have. If the Gold Paladin player goes first and has the Incandescent Lion, Blonde Ezel ride chain through Knight of Superior Skills, Beaumains or Flame Wind Lion, Wonder Ezel this matchup can become quite difficult as you’ll be staring down a grade 3 against your grade 1 Vanguard. If in this predicament, playing the grind game is important. Make sure to deny excessive counterblast and prioritize sniping Rearguards as Gold Paladins run out of steam fast if they cannot finish the game in the early stages. Raven-haired Ezel is a real threat and needs to be contained and they also have access to Blazing Lion, Platina Ezel, which allows for many multi attacks and the ability to scry for proper drive checks. Luckily Gold Paladins do not have a lot of defenses outside of Perfect Guards and drawing off of Accel II markers, take advantage of this when the opportunity presents itself.

Great Nature

Matchup Difficulty: Moderate

Great Nature is one of the better Accel clans in Standard as they have the resources to gain field advantage and hand advantage through School Hunter, Leo-pald and Binoculus Tiger. They also have a very good ride chain in Pencil Hero, Hammsuke that can generate an additional Accel circle. This clan relies on the “gacha” mechanic where you cannot plan ahead for as their entire turn is dependant upon what they mill off their card effects. In this matchup you have to be adaptable and fluid upon your decision making. Being able to adjust on the fly with what they are milling is important. Key units to snipe for Blaster Blade’s retire effects or attacks are Binoculus Tiger and Geograph Panda as they apply a lot of pressure for the Great Nature player. Rushing into Exculpate should be your priority in this matchup and dealing with their field can be quite difficult if left unchecked.

Murakumo

Matchup Difficulty: Hard

Murakumo is a clan that prevents your opponent from re-riding a grade 3 on top of another grade 3 Vanguard thanks to Dueling Dragon, ZANBAKU. This can be problematic as the deck prevents you from getting your optimal ride chain off: King of Knights Alfred into Exculpate the Blaster into Monarch Sanctuary Alfred. Murakumo is a very counterblast heavy deck so making sure to deny excess counterblast and retiring important Rearguards such as Left Arrester and Right Arrester is the key to winning this matchup.

Narukami

Matchup Difficulty: Hard

Narukami is a clan that revolves around the “Bind” mechanic. This mechanic removes a card from the game completely and cannot be recovered. Binding Blaster Blade and denying the Solitary Knight, Gancelot, Exculpate the Blaster and Monarch Sanctuary Alfred turns is a real threat and should be played around. Gauntlet Buster Dragon is the deck's biggest threat as he will bind the whole front row and gain a critical for every open Rearguard circle. It will be hard to consistently guard against this card and to play aggressively, but utilize your Blaster Blade turns effectively when he can hit the hardest, and try to pressure them early game so your Grade 3 turns can apply game ending pressure.

Nova Grappler

Matchup Difficulty: Hard

This is one of the hardest matchups for Royal Paladin. Nova Grappler can keep up the pace and even pressure Royal Paladin. They have so many offensive cards that you need to rely on defensive triggers to help on your defensive turns. If kept unchecked and if it draws into the proper pieces, Nova Grappler can snowball out of control extremely fast. Be sure to retire their front row Reargaurds as much as you can and to keep up the pressure. The deck does not have many defensive options, but you need to keep up the same pressure they give to you to have a chance in this matchup.

Pale Moon

Matchup Difficulty: Easy

This matchup on paper should be in the Royal Paladin’s favor. What might tilt it for the Pale Moon player is if they see all the necessary pieces to build enough soul and combo with Nightmare Doll, Alice and Golden Beast Tamer. Avoid taking damage early and rush to Exculpate, for his field wipe will tilt this matchup back into the favor for Royals as Pale Moon lacks the defensive resources to deal with high numbered columns.

Tachikaze

Matchup Difficulty: Easy

Tachikaze is a balance between a control and rush Accel clan. They hit high numbers due to Ravenous Dragon, Gigarex and Tyrant, Deathrex and can accumulate resources with Assault Dragon, Blightops. As against most Accel clans, Exculpate will be the main win condition against this deck as a complete field wipe is this deck's worst nightmare.

Angel Feather

Matchup Difficulty: Easy

Angel Feathers does not have the support to consistently keep up with the pressure Royal Paladins give. This is due to the deck's ability to generate more than 1 Protect Gift each turn thanks to Solidify Celestial, Zerachiel. Crimson Impact, Metatron is able to generate a free heal each time they ride her and she enables the deck with a free countercharger or what is essentially three drive checks. It’s difficult to beat the grind game Angel Feather plays due to Mobile Hospital, Feather Palace being a late game monster for the deck, but Royal Paladin has the options of ending the game early. Having a strong Grade 2 rush with Blaster Blade is essential in trying to win this matchup and going into Gancelot is the ideal Grade 3 ride. Angel Feather will be forced to use their Protect markers early because of the high numbers Gancelot generates and Blader Blade will always apply a constant critical pressure. The pressure early game that translates to the mid game will usually be too much for Angel Feather to handle over time.

Dark Irregulars

Matchup Difficulty: Easy

This is one of the easier Protect matchups for Royal Paladin. However if Royals cannot end the game before No Life King, Death Anchor (NLK) becomes live, this matchup goes in the Dark Irregulars' favor late game. NLK is a huge threat as he’s able to reride another grade 3 from soul and generate not only an additional Protect Marker, but also 2 more drive checks. Applying early pressure is the key to not letting this game get out of hand.

Granblue

Matchup Difficulty: Moderate

Granblue is similar to Dark Irregulars in that instead of building up soul for NLK, the deck revolves around building a big drop zone and benefiting from it through the use of King of Demonic Seas, Basskirk and Ice Prison Necromancer, Cocytus. Cocytus is the deck's main win condition. Unlike other Protect clans Granblue does not generate as many Protect Markers due to the deck's reliance on having Cocytus as it’s main Vanguard and instead of drawing cards, it mills them to the drop zone.. Avoid going to 5 damage as Violence Flanger is a real threat and Dragon Undead, Skull Dragon can get out of hand late game without a Perfect Guard. With new techs such as Scaredick, their pressure can become out of hand when they decide to go for that “all out” attack. Be sure to keep track of their drop zone because you will be seeing those cards on the field and you will get a good gauge of when their deck will be live. Granblue is a ticking time bomb waiting to get to 30 cards in dropzone. Try to beat them before then, or weather the storm until they inevitably deck themselves out.

Megacolony

Matchup Difficulty: Easy

Megacolony strategy is revolved around Machining Spark Hercules and his board debuff effect. Due to the constant superior calling Royal Paladin has, this offsets much of the Megacolony strategy. By taking the debuff and using your Rearguards as intercepts during their turn, Royals are able to build a more effective board and survive the debuff from Hercules. Be wary of Death Warden Ant Lion as he has a built in Sentinel restrict and Crit+ pressure. Also making sure to retire and snipe Water Gang on your turn as he enable the deck to get a +1 in card advantage during their turn.

Nubatama

Matchup Difficulty: Easy

Nubatama is one of the weakest Protect clans in Standard at the moment. The deck struggles to hit high numbers and generate little advantage. The decks strategy revolves around controlling your hand by the multiple discard effects the deck has. Against Royal Paladin however, the deck has multiple way to generate strong fields through the use of Superior Calling from deck. In order to force the discards, they either use up valuable counterblast or discard multiple Perfect Guards, their only defense against Royal Paladins.

Oracle Think Tank

Matchup Difficulty: Hard

While the addition of Tsukuyomi is indeed threatening, OTT is a slower deck than you. Push hard on your Grade 2 turn with Bedivere and Kay and close the door on them with Gancelot. Protect Markers will be hard pressed to stop 3+ drive checks a turn. Keep track of any Grade 3s in soul other than Tsukuyomi, as Victorious Deer is still a looming threat, along with the occasional Imperial Daughter.

Editing and Additional Writing by:
Chad Leiske and China Ross

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