Pokémon TCG: Sword and Shield—Brilliant Stars

Iron Chef Top 4 , OFFICIAL SCORES!

Vegeta ss4

Iron Chef Leader
ALL SCORES ARE UNOFFICIAL.

As you may have noticed in my last thread. I stated this round will be up to the viewers as well as me in terms of who wins this round. I stand by that.

So here is it how it will work. Anyone who wants to vote on the winner, simply give a score to EACH person as I do. I will average them all out and compare to my score and average that out to get the complete score. I think this is the best way to go this round, like I have said numerous of times, I can make a mistake from time to time. SO with that, here are the Top 4 scores for this round. Enjoy.

The Top 4 players may vote, but only on opposite bracket matchups. This means you cannot have an input on you or your opponents deck, only the other matchup.

Hatter vs Eonic

Hatter

1 Stoutland (BC)
1 Vileplume (UD)
1 Reuniclus (BW)
1 Vanilluxe (NXD)
1 Kabutops (MD)
1 Nidoking (RR)
1 Ampharos (SW)
1 Jumpluff (DRX)
1 Machamp (SF)
1 Magnezone "Prime" (TU)
1 Gardevoir (SW)
1 Gothitelle (EP)
1 Venusaur (DRE)
1 Serperior (BW)
1 Nidoqueen (RR)
1 Beedrill (RR)
16...

1 Pokemon Catcher (EP)
1 Warp Point (MD)
1 Colress (PS)
1 Cheren (EP)
1 Skyla (BC)
1 Dowsing Machine (PS)
1 Junk Arm (TU)
1 Max Potion (EP)
1 Enhanced Hammer (DEX)
1 Rocky Helmet (NV)
1 Ultra Ball (DEX)
1 Heavy Ball (NXD)
1 Rescue Scarf (DRX)
1 Giant Cape (DRX)
1 Luxury Ball (SF)
1 Energy Exchanger (UL)
1 Interviewer's Questions (UL)
1 Palmer's Contribution (SV)
1 Leftovers (GE)
1 Professor Juniper (BW)
1 N (NV)
1 Hypnotoxic Laser (PS)
1 Twins (TU)
1 Revive (BW)
1 Sage's Training (CL)
1 Pokemon Center (NXD)
1 Felicity's Drawing (GE)
1 Professor Rowan (DP)
1 Rival(DP)
1 Pokemon Collector (HGSS)
1 Bebe's Search (SW)
1 Eviolite (NV)
1 Judge (UL)
1 Energy Retrieval (BW)
1 Buck's Training (LA)
35...

8 Fighting
1 Double Colorless
9...

Draw support:
Gardevoir (Secret Wonders)
Magnezone “Prime” (Triumphant)

These two serve as your draw support and serve well. Gardevoir lets you use a Supporter in your opponent’s discard pile, but doesn’t count as the one for your turn… which is HUGE in this type of format. Magnezone lets you draw to 6 cards once per turn. Its power can be useful in that with there being only 1 copy of everything, you will most likely run through your resources quickly.

Annoying:
Ampharos (Secret Wonders)
Nidoking (Rising Rivals)

Ampharos and Nidoking come in handy by weakening your opponents Pokemon through their respective Poke-Bodies. Ampharos places 1 damage on each of the opposition’s Pokemon whenever they play a Supporter (see Gardevoir for the importance of Supporter’s in this format), and Nidoking has the opponent’s Active Pokemon take two damage counters whenever your own Active Pokemon is attacked. Your opponent is going to HAVE to attack since there isn’t a form of viable deckout in this format.

It’s just too damn good to pass up:
Machamp (Stormfront)

One of him was mandatory in this type of format since it can KO anything. Nothing else to really explain about this behemoth.

Miscellaneous:
Vanilluxe (Next Destinies)

This is to get your Active Pokemon to the bench so that you can bring up a more desirable one.

Search:
Venusaur (Dark Explorers)
Beedrill (Rising Rivals)

If any deck, in particular a singleton format, search is key, and these grass Pokemon provide the support you need to get set up. Venusaur searches your deck for any Pokemon once during your turn… let me say that again… ANY POKEMON. This helps tremendously, especially when getting out certain Pokemon will help with the lockdown strategy I plan to achieve (will be explained below). While Beedrill only searches for grass Pokemon, it has the chance to search out one of the most important Pokemon this deck has to offer (will be explained below).
Now that the support has been taken care of, let’s dig into what really makes this deck shine; the ability to lockdown your opponent completely.

No Items:
Vileplume (Undaunted)
Kabutops (Majestic Dawn)
Gothitelle (Emerging Powers)

Starting (or getting out ASAP) with Kabutops or Gothitelle will stop your opponent before they get started. While they are not used for their respective attacks, they provide the necessary disruption until you get the evil part of your lock out. Vileplume is part 1 of that lock. Although it shuts down Items for both players, it sets the person your facing up for the best part of your deck… the fact that they won’t be able to play Supporters either.

Complete Shutdown:
Stoutland (Boundaries Crossed)

Once Vileplume is out, the real fun begins… when you get Stoutland active, your opponent will no longer be able to play Supporters… along with the Items they can’t use since Vileplume will be out as well. Wait a minute, 140 HP, and an attack that damages itself, surely Stoutland won’t last long.

Healing:
Nidoqueen (Rising Rivals)
Serperior (Black & White)

Healing helps you stay alive. You are only going to need one of them on your field to achieve the full effect of the ability to avoid KO’s.

Infinite Healing:
Reuniclus (Black & White)
Jumpluff (Dragons Exalted)

Healing a single damage counter between turns is nice, but what about healing all your damage… from any Pokemon that may have it... every single turn? Reuniclus and Jumpluff offer you the ultimate combination of healing. You simply move up to 80 damage to your Jumpluff and then use its Ability to put it back into your hand… removing all of that damage. Rinse, and repeat.

This deck definitely is another "skill based" deck. It also requires you to have "key cards" at certain points in the deck. I am worried about a card being prized that is crucial to the strategy. I would have like to see a Town Map in this deck. It will allow a chance for you to actually get the lock going. I also feel though, that once you get this lock going, by that time what is the point? In this format, Big Stage 2 Pokémon being basics mean this is a FAST format, even if it is Singleton. I think this needs a form of acceleration and an actual attacker that is creative. It truly seems your answer for this deck is Machamp SF. All in all, if this deck sets up, you simply win by Machamp SF cleaning house.

Your score is - 8/10 4/5 5/5 = 17/20
Viewer Opinion average = 15.5
Total Score = 16.25

Eonic

Pokemon: 17
1 Venusaur (Dragon Exalted)
1 Beedrill (Rising Rivals)
1 Maganium (HeartGold & SoulSilver)
1 Sceptile (Great Encounters)
1 Torterra (Platinum)
1 Vileplume (Undaunted)
1 Jumpluff (Dragons Exalted)
1 Gardevoir (Secret Wonders)
1 Dusknoir (Stormfront, 1/100)
1 Reuniclus (Black & White)
1 Gallade (Plasma Storm)
1 Flygon (Rising Rivals)
1 Stoutland (Black & White)
1 Machamp (Stormfront)
1 Empoleon (Dark Explorers)
1 Vanilluxe (Next Destinies)
1 Infernape (Plasma Storm)

Supporters: 14
1 Bebe’s Search
1 Colress
1 Copycat
1 Looker’s Investigation
1 N
1 Pokemon Collector
1 Professor Juniper
1 Professor Oak’s New Theory
1 Professor Rowan
1 Roseanne’s Research
1 Sage’s Training
1 Seeker
1 Skyla
1 Twins

Items: 16
1 Alph Lithograph (Four)
1 Computer Search (ACE-SPEC)
1 Dual Ball
1 Energy Exchanger
1 Eviolite
1 Good Rod
1 Heavy Ball
1 Junk Arm
1 Lost Remover
1 Luxury Ball
1 Pokemon Catcher
1 Pokemon Communication
1 Super Rod
1 Super Scoop Up
1 Switch
1 Ultra Ball

Stadiums: 1
1 Miasma Valley

Energy: 12
8 Grass Energy
1 Blend Energy GFPD
1 Multi Energy
1 Prism Energy
1 Rainbow Energy

Strategy:
The core of the deck is Venusuaur and Beedrill, which are used to setup your primary attackers, as well as the secondary attackers, which are mostly techs used for uncommon scenarios. Afterwards, the support Pokemon will be setup with the remaining bench space (these roles be described more in-depth shortly). Aside from the Pokemon used, the supporters are, for the most part, draw and shuffle cards for adding consistency. The Items lineup is made as a toolbox for being able to get what's needed, and additional search. The energies allow the deck to have flexible and varied attackers.

Primary Attackers (Torterra, Empoleon, Infernape, Gallade, Machamp):
What the deck will generally be attacking with, and can be relied upon in most circumstances. While Torterra and Gallade require a specific amount of energy to do significant damage, Sceptile provides a great deal of support. Also, despite the the limited amounts of energy that can fuel Empoleon, Infernape, and Machamp, the sheer amount of draw power given by Pokemon like Dusknoir, Gardevoir, and Empoleon itself allows the special energies to be drawn with ease.

Secondary Attackers (Beedrill, Gardevoir, Dusknoir, Flygon):
Beedrill could even be considered a primary attacker, able to gain advantage with paralysis every two turns, while switching to another attacker each other turn. Gardevoir can provide a nice lock as an attacker while Vileplume is out, shutting down the opponent's Poke-Powers and Trainer cards. Dusknoir is a bit more complicated to use, but can give up 110 damage to a bench Pokemon, which shouldn't be ignored. With the use of Reuniclus and Dusknoir's own ability, damage be added up for when it's needed. Flygon, probably the most situational of the secondary attackers, provides a nice Stadium-counter as well as immunity from opponent;s attackers.

Support Pokemon (Venusaur, Beedrill, Maganium, Sceptile, Vileplume, Jumpluff, Gardevoir, Dusknoir, Reuniclus, Flygon, Stoutland, Empoleon, Vanilluxe):
Plenty of support Pokemon, as you can see. Venusaur/Beedrill, as mentioned, is you engine for searching. On the other hand, Gardevoir/Dusknoir/Empoleon are the draw support. For controlling the field, Maganium/Sceptile add the ability the jump quickly from one attacker to another, and Reuniclus/Jumpluff, quite frankly, grants the deck infinite healing (move damage counters to Jumpluff, and afterwards move Jumpluff to hand, as many times as necessary). Additionally, Flygon/Vanilluxe conserves energies, and with Vanilluxe, can place the opponent in a difficult position. And finally, Stoutland gives discard pile recursion, which is why the reason for specific choices in the Items used.

Supporters:
Self explanatory for the most part. Just to note, Colress can easily draw to the capability of Professor Oak's New Theory on turns 1 or 2 from use of Beedrill > Venusaur > Gardevoir/Dusknoir/Empoleon > and potentially drawing more Pokemon. Also, Seeker gives a way to "move" my special energies around by returning them to hand and re-attaching.

Items:
Because a majority of the deck are 1-ofs, Alph Lithograph helps to take important prizes earlier on. Exchange Exchanger allows an additional way to get special energies in hand. Good Rod, while flipping, will always get something important, as most Trainers is can pickup will get a Pokemon anyways. Super Rod is used for similar reason, which is to reuse substantial attackers or if excessive grass energies are discarded. Super Scoop Up, even though it's flippy as well, is just too good to pass up as it acts as a Switch, and another outlet for returning special energies to hand, as Maganium can only move grass energies. Lost Remover can shut down attackers that rely on special energies, because only one of each can be used. Also a great target for Stoutland. I’ll just throught Miasma Valley into the Items. I really find it too be a nice addition, because with Flygon included, it gives another way of removing opposing stadiums. Since most of my Pokemon are Grass and Psychic. It doesn’t backlash against my own Pokemon too much, and any damage that it placed can be removed with Reuniclus and Jumpluff. Miasma Valley softens up my opponent’s Pokemon for attacks, in a format where the average HP is 130.

Energies:
Grass energies are maxed out on, so Maganium and Sceptile can be used as efficiently as possible. Also, the special energies played give the deck access to effective non-grass attackers that could not be used otherwise.

This deck is very similar to Hatter's. It does have a potential for a "sort of" lockdown, but it is also different in that it has different search. In reality, this deck is just a purely consistant build. I like the trainer lines and energy as well. You have solid search. Overall it is a solid entry.

Your score is - 8/10 3/5 5/5 = 16/20
Viewer Opinion average = 17
Total Score = 16.5



WINNER IS - Eonic

Rainbowgym
While in a normal deck you use 3 or 4 cards of the same name to create consistency, this is impossible in singleton.
I tried to find similar pokemon and I will explain them in pairs while the complete decklist will be in the last part.

The goal is to get Gallade attacking with Hydreigon or Flygon as back up. Because Gallade has an attack which counts energy in play (on your side) I could use an attacker who needs more energy. Since Hydreigon turns all energy attached into Dark and Gallade attacks for 2 colorless you can use whatever energy you get. Flygon needs specific energy but it’s ability is to good.
But also Gardevoir and Venusaur can receive the energy to feed Gallade’s attack.

To get those energy in play I have added Ampharos and Beautifly, they can both attack basic nrg from the deck to pokemon in play. I prefer to get Beautifly up but Ampharos is a good second.

To get Pokemon in play I have a lot of trainers, but also Venusaurs ability gives me a Pokemon each turn.
In a way Gardevoir (telepass power) is also able to get me Pokemon if my opponent used a supporter who searches for it.
While Gardevoir can copy my oppponent’s supporters (from discard) there is also Magnezone
Magnetic draw gives you each turn the option to draw until you have 6 cards.

As lesser back up there is Crobat who can draw 1 card each turn.
And Togekiss can with its attack let you draw till 6.

Infernape can block a certain attack of the opponent ( very handy against stupid cards like Machamp)

Flygon can use energy to feed Gallades attack, but also if you are not ready to use Gallade/Hydreigon the ability is a nice spread.

As for the trainers, I took a lot of “search pokemon” and hand refreshers.
Town Map to find that specific card in my prizes.

I hope I explained my choices well enough.

Have Fun,
Lia


11 Pokemon

Gallade (Plasma Storm 61) Powerfull Storm attack
Hydreigon (Noble Victories 79) Dark Aura ability – Berserker Blade attack
Flygon (Boundaries Crossed 99) Sand Slammer ability

Ampharos (HGSS 14) Acceleration Bolt
Beautifly (Dragon Exalted 8) Triple Energy attack

Magnezone prime (Triumphant 96) Magnetic draw Poke-power
Gardevoir (Secret Wonders 7) Telepass Poke-Power

Crobat (Plasma Storm 55) Night Sight ability
Togekiss (Plasma Storm 104) Bright Veil ability – Return attack
Infernape (Plasma Storm 17 ) Torment attack

Venusaur (Dark Explorers 3 ) Floral Scent ability

16 Energy

8 basic nrg (1 of each)
1 Multi
1 Rainbow
1 Prism
2 Blend (1 of each Blend)
1 Double Colorless
1 Call
1 Rescue

33 TSS

Roseanna’s Research
Pokemon Collector
Bebe’s Search
Duall Ball
Luxury Ball
Quick Ball
Heavy Ball

Energy Search
Energy Exchanger
Cyrus Conspiracy

Skyla
VS Seeker
Pokedex Handy 910is
Prof Oaks Visit
Prof Oaks New Theory
Lookers Investigation
Judge
Copycat
Junk Arm
Cheren
Colress
N

Seeker
Expert Belt
Switch
Escape Rope
Warp Point
Town Map

Moonlight Stadium
Palmer’s Contribution
Revive
Pokemon Rescue
Energy Retrieval

I like the deck, possibly the most consistent of them all. You have a sound strategy against "failed" plans. I like the Town Map, very good card for this style format. The creativity in my opinion is not that bad. Consistent and Creative is a good deck imo.

Your score is - 9/10 4/5 5/5 = 18/20
Viewer Opinion average = 15.666667
Total Score = 16.83

Time for Pain

Pokemon: 19
1 Victreebell LA 44
1 Venasaur DEX 3
1 Beedrill RR 15
1 Sceptile SF 10
1 Beautifly DRX 8
1 Flygon RR 5
1 Vileplume UD 24
1 Machamp SF 20
1 Empolean DEX 29
1 Jumpluff HS 6
1 Metagross SV 7
1 Gallade SW 6
1 Gardevoir SW 7
1 Nidoking RR 29
1 Swampert SV 12
1 Chandelure NXD 101
1 Reuiniclus BLW 57
1 Gengar SF 18
1 Nidoqueen RR 30

Energy: 14
4 Grass
2 Fighting
1 Water
1 Psychic
1 Multi
1 Prism
1 Rainbow
1 Double Colorless
1 Blend GRPD
1 Blend WLFM

T/S/S: 27
1 Skyarrow Bridge
1 Virbank City Gym
1 Pokemon Collector
1 Roseanne's Research
1 Bebe's Search
1 Professor Oak's Visit
1 Cynthia's Feelings
1 Looker's Investigation
1 Palmer's Contribution
1 Professor Oak's New Theory
1 Sage's Training
1 Professor Juniper
1 N
1 Skyla
1 Seeker
1 Cheren
1 Cilan
1 Colress
1 Luxury Ball
1 Ultra Ball
1 Pokemon Communication
1 Pokemon Catcher
1 Computer Search
1 Cyrus Conspiracy
1 VS seeker
1 Switch
1 Warp Point

Alright so we got a nice little toolbox going here. I will singleton is harder than I thought it would be. Basic strategy is to use Beautifly to get energy in play, then go into whatever attackers you need. Venasaur and Beedrill help the deck get whatever is needed and thin the deck very well. Flygon and Sceptile give a nice option to switch between attackers. Vileplume in case my opponent is trying to abuse trainers so I can stop that. Gengar and Machamp cause they are broken in their own right. Nidoqueen and Reuniclous to keep my guys alive. Swampert and Victreebell give nice "pick and choose" attacks and Swampert's body works well here. Chandelure to put some damage on the board, works well with Metagross lowering everyones HP. Nidoking gets more damage on their boards without me doing anything. Jumpluff and Empoleon are nice 1 energy attackers and Empoleon can add some draw as well. Gardevoir was added for her power to added consistency and Gallade as a power house who reveals prizes so I can get what I need.

Solid entry, I really like Gengar in this format. I do think with such high amount of Pokémon in this deck, consistency may be a little hard. The deck is has it flaws but you did your best to cover up those flaws.

Your score is - /10 4/5 5/5 = 17/20
Viewer Opinion average = 16.666667
Total Score = 16.83

They are tied, but I believe the correct tie breaker is the player I chose the winner.
WINNER IS - Rainbowgym


3rd Place - Time for Pain
4th Place - Hatter
 
Last edited:
Did I serious again understood the challenge wrong?
ONE 1 of each basic energy was my understanding, and I see all others using more than 1 of each.

Man I would have made a very different deck if I only knew 8 of each basic nrg type were allowed.
 
I like your list better this way. More versatile!

I also did state that you can have up to 8 basic energy. 8 of one particular kind or 8 different basic energy, it didn't matter.
 
To be frank, I'm very confused about the scoring between Hatter and myself. I felt that my score of 3/5 creativity points while every other player received a 4/5 wasn't explained at all, and I would like to know why you thought so. I believed that the use of Stoutland, Meganium+Flygon, Dusknoir+Reuniclus+Miasma Valley, and Seeker held creativity, especially in a singleton format. Also, I would like to note that I think my deck is not similar to Hatter's design, as his deck is geared completely towards a lock. In my build, I included Vileplume because it's great utility, and can be searched by Venusuar and Beedrill. It's kind of like a "last resort" type card, searched out if the moment needs it to be. The focus of my deck is not for stalling/locking, but to achieve quick KOs with attackers that can hit hard, and be moved to a different attacker afterwards with Meganium, and heal off any damage.

Also, I'm puzzled on your grading with Hatter's deck and the comments you put down. They seem to contradict each other. You stated that once the lock is setup, what's the point, because the format is very fasted-paced, as well as the deck having few attackers. I agree with both points; even with having Kabutops as the active, Trainer locking is inferior in this format, as a lot of decks can function on abilities alone. With Venusuar out, searching for Pokemon that have the capability to draw is quite easy, such as Gardevoir (copies opponent's supporters) or Magnezone Prime. Both card, and plenty of other Pokemon with drawing abilities, are still able to attach energies, retreat, and attack with easy. And as I mentioned, I also agree with the fact that Hatter runs very few attackers. Out of all his Pokemon, only four are have the capacity of attacking in the deck, being Kabutops, Machamp, Stoutland, and Gothitelle. Of those four, Stoutland and Gothitelle are very sub-par attackers, to be honest, and the amount damage output they give allows the opponent to gain an advantage without any trouble. Kabutops and Machamp it seems are what deck wants to attack with, but with Machamp as the active opponent, the deck's purpose of locking is useless, as they can still play Supporters and Items. Now it goes down to Kabutops, while it does provide the best locking ability, even it doesn't compare to other attackers available. At best, it can 2 Hit KO an opponent's Pokemon, assuming the opponent's doesn't retreat or heal, both of which are very common in this format. Kabutops' attack can give 10 damage to the bench as well, but it very dependent on Ampharos to work efficiently, and the opponent can work are it's ability. Additionally, the third point you made brings up a good point. What if Kabutops is prized, or if Machamp is prized? The deck then has virtually no form of damage output.

I really don't want to make it seem like I'm completely bashing Hatter's deck, because I enjoyed reading it quite a bit. But I felt as if I needed to address my concerns, in case they were overlooked or not given enough attention. This would apply for my deck as well. Now, I know I didn't comment at all for the matchup between Rainbowgym and Time for Pain, but I'll be voting on that soon, this post took a little longer to write than I first thought. I defiantly will get in my vote though.
 
You make some valid points. I scored his because the challenge isn't really "beat your opponents deck.". It is more like, make a deck with the knowledge of knowing your opponent is playing the same exact format. Which is why I think his was slightly better. The creativity with yours is HARD to pull off while being consistent. I did NOT overlook it, but if I could give out .5's, your creativity would receive that score. I don't round up, I round down.
 
I like your list better this way. More versatile!

I also did state that you can have up to 8 basic energy. 8 of one particular kind or 8 different basic energy, it didn't matter.

I really didn't get that part, in singleton I "read" you can have 8 basic energy as: "one of each type".
For this deck it wouldn't make much difference, but I absolute would have turned in a "red Team" deck (with Charizard as main attacker) if I had understood I could use 8 fire energy.

If I proceed to the next round I serious have to ask more questions to be sure I don't "read" what isn't there.

About Hatters deck,
I don't get it why he even uses Gardevoir.
If you want to go the Stoutland/Vileplume way, your opponent will have one of even no supporters in the discard.
I have thought about sending in such deck but I would always put cards like Crobat or Empoleon in it to ensure draw (as back up for Magnezone just in case).
 
I'm just not sure why you believe my deck is inconsistent. I don't have time at the moment to go more in-depth, but would like to point out that my deck is designed with flexibility in mind. Your not supposed to get out all your attackers, and all your supports. Only based on what the situation calls for, and the deck it's playing against. I'll try post more later tonight, as I'm just simply not seeing why it's viewed as not being consistent. While I respect your opinions, I would like to know what others think as well, if anyone would be willing to share their thoughts.
 
There's a lot of mention of Town Map in the judge's comments. I think it's worth pointing out that Alph Lithograph (FOUR) is strictly better than Town Map, as your opponent will not have knowledge of the prize that you have taken.
 
There's a lot of mention of Town Map in the judge's comments. I think it's worth pointing out that Alph Lithograph (FOUR) is strictly better than Town Map, as your opponent will not have knowledge of the prize that you have taken.

why not run both?
 
Decks with Gallade SW don't want to use Town Map.

and

people above 45 years old don't want to use Alph (your memory is getting worse for that one to use) LOL
 
You're kidding, right?

Is it THAT obvious?

Anyways, so today and part of tomorrow will be the deciding factor on whether or not these scores stick.

Also, anyone have a challenge they would want to see for the finals? I'm going to utilize plasma freeze for sure.
 
Want to really stretch the bounds of creativity?

Make it so that ONLY cards printed in theme decks are legal. Every theme deck, ever made. ONLY those cards. Bulbapedia has a nice list of what those are.
 
Want to really stretch the bounds of creativity?

Make it so that ONLY cards printed in theme decks are legal. Every theme deck, ever made. ONLY those cards. Bulbapedia has a nice list of what those are.

Hmm...seems pretty interesting.
 
Naturally you'd want one or two other aspects to it, but that's a really interesting place to start.

It's kind of like the old formats where in Japan everyone got the same pool of cards and had to build from those.
 
Want to really stretch the bounds of creativity?

Make it so that ONLY cards printed in theme decks are legal. Every theme deck, ever made. ONLY those cards. Bulbapedia has a nice list of what those are.

Easy format.

I build ZekEels. Stomp everything.
 
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