All podcast content by Mark Rosewater
Okay, I’m pulling out
of my driveway! So we all know that means it’s time for Drive to Work!
So today, I’m going to talk about one of my favorite sets of
all time, Unglued. And I’ve worked on
a lot of sets, and I love all my children. But Unglued is one of my pet favorites. So let’s talk about sort of how
it came to be, and—because it’s a very different set from a lot of other sets
I’ve done, obviously.
So let’s talk—in the beginning, where did the set come from?
Okay, so at the time, it was after Tempest
was done, I was now a designer, people were thinking of me as being someone
who did design. And so Joel Mick and Bill Rose came up with an idea for a set.
I think at the time Joel Mick was still the Head Designer and Developer, I
think it was still that early. Joel would later go on to become the Brand
Manager of Magic, but I don’t think
that had happened yet.
So they had come up with this idea for a set that… I think
their idea was it would have a different color border, because it would be
cards we couldn’t normally make. Now, they were very vague on what that meant.
I think the idea was a set that sort of broke boundaries in some way and
allowed us to do things that we were normally constrained from doing.
And so they came to me as kind of the out-of-the-box guy and
said, “We don’t really know what this means, we don’t know what to do with it,
but we’re looking for a set that is just—it doesn’t have to follow the rules of
a normal set.”
Now, I think they were thinking more of things that like
maybe the rules had trouble handling with—I’m not even sure what they meant.
But the interesting thing was, what they came to me was that—very loose. Was
like, “Okay. Different color border, which means you can do things that we
can’t normally do.”
Now. I said, “Okay. Well, what do I want to do?” So the
thing that inspired me, of all things interestingly enough, was I
used to do magic. (Part
II) Not the card game but actual like “poof,” you know, “here’s a dove.”
Although I never worked with doves. But I did magic for kids mostly. I did
kids’ shows. And I would—I took a lot of lessons. And so one of the things that
I did, is I did a bunch of card tricks.
So there was this product, that there was this brand of card
people that made card tricks, and all of their cards looked the same because
that was the brand of cards they were. And so they had a deck of cards that
each card just did weird things. Like, “Look. It’s a black Three of Hearts. Oh
look, it’s a Nine and a Half of Clubs. Oh look, it’s a blank card. Oh look,
it’s—half of it’s Ace of Spades and half of it’s Ace of Hearts.” It just was a whole
deck of weird cards.
And the idea was, “Hey, here’s neat things, you can come up
with tricks you can do, we’ll just kind of give you a smattering of neat
things, do whatever you want to do.” And that inspired me to say, “Well, what
if I made this set that just kind of did weird things, and we’ll let players do
with it what they will?”
The other thing that I really embraced, which wasn’t
actually given to me as a constraint, but it’s who I am is, I loved the idea of
a parody set. Of a set that kind of had a sense of humor to it. Now, obviously
my background’s in comedy writing, so I’m sort of like, “Well, if we’re going
to break rules and stuff, maybe we’ll also break the rules of flavor. That
we’ll have a different tone to it.” And so I came up with the idea of, “Let’s
make a set that’s kind of fun, and…”
Because one of the things I really wanted to do with the Un-set, which I think it actually did a
good job, or all the Un-sets so far,
both Unglued and Unhinged, is say, “Hey. Yes, you can be very serious about Magic. There’s tournaments. There’s all
sorts of formats you can play where if you want to test yourself, Magic provides that.”
But I really wanted to say, “Hey, you know what? Magic is also fun. And it’s goofy. And
you can be casual about it.” And I wanted to make a product that said, “Hey,
remind people that this was something that could be fun.” And so I really
wanted to have a tone of the whole product that said, “Hey… don’t take Magic so seriously.”
So the idea I had was, “Okay. I’m going to break every
boundary I can.” And so I did that a couple ways. Now first off, I did not have
a traditional design team like you think of nowadays. The way it worked is, I
just went around to everybody, R&D and other people in the company and said,
“I’m doing this wacky set. If you have an idea, send me your ideas.”
And so what happened was, the design team was kind of
whoever wanted to give me stuff. And then I took it and I tweaked it. And the
other thing I did a lot of was trying to figure out where we could have fun.
So first off, I said, “Okay,” I went and looked at cards
that already existed. We could parody existing cards. That was one space. And
then I started saying, “What could we do that normal cards can’t do?” And I
started looking at the rules. And I went to the rules people, I said, “Okay.
Give me all the stuff someone’s tried to do that they can’t do.” I took all
that stuff.
I also sat down with some of the graphic artists. So Dan
Gelon, he’s an artist, works at Wizards doing graphic design. And Dan was
my graphic designer for this set. And so Dan and I worked a lot with trying to
come up with a look and feel for the set. And I’m not sure if it was Dan’s idea
or my idea, but we came up with the idea that, “What if the art in the set
broke the frame?” That one of the ways to tell that this is not your ordinary
product is, the art isn’t limited to the art box, if you will.
For example, if there was a card where—I think it’s Ashnod’s
Coupon? [NLH--Once More with Feeling] The card itself limited itself—or was that—I forget which card
it is. There’s a card that had a sticker on it, like, “I’m restricted.” But the
errata is stickered on the card. And that was part of the effect of, “Well, we
do this, instead of just telling you it’s one (???), I’ll have the whole joke
of ‘Oh, it’s errata’d onto… there’s a sticker with errata.”
And also I sat down with graphic designers, and I said,
“What visually can we do” And so they explained to me that because of the way
we lay out cards on a sheet, we actually could have art cross over between
cards. So for example, Free-For-All, there’s a fight between the leprechauns
and pink elephants. And there’s a leprechaun being knocked out of frame.
The other thing that got suggested to me was the idea that
because art could carry over, I got the idea of, “Well, could we have a card
that was bigger than a single card?” To which they said, “Oh yes.” And that’s
where BFM came from, which is the idea that since we could cross over cards,
we’re like, “Oh, well it would be kind of neat to have a creature so big that
it’s bigger than a single card.” And I really latched onto the idea of a card
that’s two cards.
And it’s funny, by the way, originally it was 100/100 creature
with trample. But we decided, for some odd reason, that this set wanted to
follow the core set rules rather than the expert expansion rules. I don't know
why that’s the case. Since so much about the set is so weird. But instead of
trample we had the “must be blocked by three creatures.” Because at the time we
weren’t doing trample in the core set. I don't know. Weird things. Also, Bill
Rose asked me to change it from 100 to 99 because he didn’t want to break the
three-number barrier just yet. So that’s why it’s a 99/99, not a 100/100.
So one of the guidelines, by the way, when we made the
cards, is the following rule. Which is I wanted things to be funny, but it
couldn’t just be funny. Meaning I didn’t want to make a card that’s funny for
two seconds and then it had no play value. That the card had to be funny but
also play interestingly.
And we messed around a lot with the kind of cards we could
do. If you look at Unglued, for
example, we had five cards that were multiplayer cards. Which they were
designed to be played in a multiplayer game. We had tokens, which I believe is
the first time we ever did tokens. And if you notice, in Unglued, I didn’t put any power/toughness on them, and I didn’t
even label them, because I wanted them to be a little more open.
So one of the ongoing things that I believe strongly about
the Un-sets is they have proven to be
great proving grounds. To sort of advance work. So much stuff we’ve done in the
Un-sets have gone on to become
staples of Magic. The token cards
are a perfect example, where like I was just trying to do something neat and
different, and now it’s just something that—every pack has token cards in them.
Oh, the other thing is the lands. Let me talk about the
lands for a second. So what happened was, Chris Rush, who’s the artist that did
Black Lotus, and numerous other cards early in the game, used to work at
Wizards. And he and I were traveling to some event, I don't know,
Origins or something, and he started talking about how he had this awesome idea
for land cards.
And what he said was, he said, “Look, everyone knows what
land cards do. Why don’t we make use of the whole card? Like let’s take the
illustration and just make the whole card the art.” And that people know what
they do. You see the word “Forest” on them. And I always thought it was a neat idea, but somehow Chris never made it
happen.
So I’m like, “Okay.” I was trying to do different things. I
go, “It’d be neat if we do lands, and make the lands kind of different.” And in
the end what we decided to do was, we put lands on their own sheet so they
could be black-bordered. Because we decided, “Oh, well this is something that
anyone could play with.” Because it wasn’t limited. So lands looking different
didn’t cause any problems in actual play. And we decided to put one per pack
because we thought it would be something kind of cool that everyone would
enjoy.
Now a lot of the things for me—some of the cards were things
that I’d tried to do in normal Magic,
and just never quite made it in. But a lot of the cards I did were more me
saying, “Well, what space can we goof around in?” So let me just talk about a
few of the cards, because…
And I built a Squirrel Farm deck when the set came out. So
I’ll get back to the Squirrel Farm deck in a second. So the prerelease, which
was at Gen Con that year. I built the deck to go play at Gen Con. That’s where
my story is going.
So let me explain this real quick. And then I’ll get back to
Squirrel Farm. So we were having this meeting about what to do—we decided that
instead of having a wide prerelease, we were going to have a single prerelease.
It was going to be at Gen Con. And I was going to go. I was very excited. And
my plan was, I was going to Head Judge it. For those that don’t know, once upon
a time I was a Level 4 judge. I used to judge the feature match area, I was in
charge of the feature match area at Pro Tours.
And so I was very excited. I’m like, “Okay, I’m a qualified
judge, this is my set.” And I wanted to make sure that the set at the
prerelease captured the essence of what we wanted the set to be. Meaning I
really wanted to make sure we played up the fun of it.
So we were having some brainstorming meeting about what to
do at the prerelease, how to make it different. So you understand at a
brainstorm, you’re just tossing out ideas. Right? So if someone says, “Oh, we
could… have confetti,” or someone else is like, “Oh, maybe we can have people
change seats,” or… people were just throwing ideas out.
Now, the set has this theme of chickens. Which I will also
talk about that in a minute. So in the middle of the meeting, we’re just brainstorming,
I’m like, “I could Head Judge in a chicken
suit!” [Scroll down] The meeting
comes to a halt. Like it stops. And they’re like, “Okay, yeah, that’s what
we’re doing.” Like, “I thought we were brainstorming!” “No. You’re Head Judging
in a chicken suit.” And I’m like, “Okay…”
So anyway, so then we rent a chicken suit. Actually, I got a
chicken suit. Which by the way, gave me, like… I wore the chicken suit for the
whole thing, and I ended up getting really sick because there was dust I guess
on the feathers. And I got like pneumonia or something from it. Not that I
wouldn’t have done it again in a heartbeat, but I got really sick being the
Head Chicken.
And then the way we ran the event was that we made up a list
of things you got tickets for. And the tickets were for crazy weird things,
clucking like a chicken if you had a card that made you cluck like a chicken,
or just pulling crazy things off. And if you did that, then you got a number of
tickets, depending on how hard the thing was to do. And then at the end, we
raffled off lots of prizes.
Oh, and also winning a match got you a ticket. So winning
did something for you, but it really wasn’t by far the only way to get tickets.
There were a lot of ways to get tickets. And so we really were encouraging
players to have fun and embrace it.
And, by the way, the audience took to it, like that was an
amazing prerelease. I mean, just people were having a great time, and they were
just wholeheartedly embracing the spirit of the set. Which was awesome.
In fact, here’s where
I knew I had made a mistake… I’m walking down, and I hear the following: the
first person says, “Okay, I attack you.” And the second one goes, “Wait, wait,
wait. In response to your declaration of attack, I remove my pants.” I’m like,
“Uh-oh.”
Now, I know in retrospect that if I thought about it for
just really five seconds, I guess I could see that coming. I honest to God… but
here’s the funny thing. So I didn’t think people would take off their pants.
But I did actually have a card in the original design that made people take off
their clothes. Kind of.
It was called, “Disrobing Scepter,” like “Disrupting
Scepter,” and the way it worked was that when you used it on your opponent,
they’d either discard a card or remove a piece of clothing. I think in my head
I thought it might be something… I don't know what I was thinking. Anyway,
Brand rightfully killed the card.
I would later put the card in Unhinged just so Brand would kill it again, just kind of tradition.
But anyway, Disrobing Scepter did not make it. Hurloon Minotaur did, although
like I said, I did not anticipate that card… anyway.
So I had this idea of making a Chicken Egg. I thought it was
a funny parody. And I confused everybody because the token didn’t fly, even
though the Rukh token flies. But it was a chicken, and I’m like, “Chickens
don’t fly.” But then I later learned that chickens do fly, although not very well.
I think Chicken à la King might have my favorite piece of
flavor text in the set, where it talked about during the Chicken Revolution… I
don’t remember the quote. But it joked around about how he kept his head but
everyone else just ran around. Because they’re chickens with the heads cut off.
And I love Chicken à la King, and anyway, once I realized
there was kind of a mini chicken theme, it started snowballing. Somehow, I
guess we told some of the artists there was a chicken theme. And so some of the
artists started putting chickens in their art. And anyway, the set ended up
having a mini chicken theme. Which obviously is why I dressed as a chicken for
the prerelease.
Which led to one of my odder occurrences at Wizards. So I’m
walking down the hall one day, and Joel Mick, the guy who at the time was the
Head Designer and Developer, who was one of the people who gave this project to
me, stops me in the hall and goes, “Mark, I have to ask you a question.” I go,
“Yes.” He goes, “Are chickens funny?” And I’m like, “What?” He goes, “I see
there’s a strong chicken theme in Unglued.
Are chickens funny?” And I’m like, “Why, yes they are. For example, the classic
comedy tool, the rubber chicken.”
Like, I’m defending chickens to Joel. Like, you know, the
staple of comedy. Now, luckily for me, chickens are funny. So I was able to
defend it. But it was this very serious, like, Joel meant it. He was like, “Am
I using the right tool? Are chickens funny?” So I was able to defend chickens.
And back to Squirrel Farm. See, I’m jumping around. By the
way, for those who want to go, “How does Mark Rosewater’s brain work?” this is
what the podcast is for, because I… “Bing, bing, bing!” I’m just jumping
around. This is how I think all the time. I’m just talking aloud. So you guys
get to experience the chaotic mental processing of me.
Okay. So anyway, Squirrel Farm. So I liked the idea of
making a card that rewarded you for knowledge that wasn’t something that
normally you get rewarded for. And so I loved the idea of, “Okay, well do you
know your artists?” I think art is a huge part of the game, obviously we had
this wonderful (???) of artists that do our art. They do an awesome job. And I
thought it would be fun to hey, pay them a little due. Like, “Hey, do you know
your artists?”
So the fun for me is, I made this deck for… so what happened
was, I was going to Gen Con, the prerelease was one day, but the rest of the
time I was going to be there, I was going to gunsling. I was going to gunsling
with Unglued decks. And so I made a
Squirrel Farm deck.
And so the key to the Squirrel Farm deck was, other than my
four Squirrel Farms, I believe that I—I tried not to—I had a lot of one-ofs.
And even cards where I had duplicates, if I could, I would have multiple pieces
of art. So the deck just had all sorts of different pieces of art. Because what
I learned is, a lot of people don’t know their art. But that wasn’t the best part
of Squirrel Farm. That wasn’t the best part. I could get lots of squirrels.
The best part of Squirrel Farm was showing them a piece of
art, and then figuring out how long you had to wait before you could show them
the same piece of art. And my best, the fun of my deck was, I would get so many
squirrels off the same cards. Like literally I’d have three or four cards in my
hand, I just would rotate between them. And part of the skill of that deck was
learning about how long people could process before you gave enough information
that they forgot something they had learned three minutes earlier.
Because like, once—first of all, I show them the first time,
they don’t know it, okay, like “Okay, okay, it’s Dan
Frazier. Okay, Dan Frazier.” And then I’d wait long enough, like, “Who was
that again?” And then “Okay, I’ve got to
remember. That’s Dan Frazier.” And then I’d mix it up a little bit, they’re
like, “Who is that?” Like, “Dan Frazier.” “Aaah!” You know. Anyway. I enjoyed
my Squirrel Farm deck.
Oh, by the way, Dan Gelon, because he was both an artist and
the guy working on the set, he did a lot of in-jokes. One of which was the
Wheel of Fortune parody. Strategy, Schmategy. All of the—there is a
wheel, and all of the things on the wheel were the different suggestions for
the Unglued expansion symbol.
Obviously we went with the egg to match the chicken, but that was all the
different things that was on there.
And once again, I talked about this earlier but let me
stress this again, one of the rules about Un-sets
is, I just try to cram in as many jokes as I possibly can cram into a set. That
I just—I look for every nook and cranny. There’s jokes in the art. There’s
jokes in the flavor text and… oh wait. I’ve got to talk about the secret
message. I have not talked about the secret message.
Okay. So, one of the ideas I had when we were doing this is,
I said, “Okay. I want to cram lots of stuff in here.” So one of the things I
decided is, “I’m going to make a secret message. And I’m going to hide a secret
message in the cards.” Now, at the time, Magic
had never done a secret message. And so I thought it was pretty cool to say,
“Okay. I’m going to put something in there.”
So what we did was, down by the legal text, we put a word
after the legal text. A little tiny thing. And then for Unglued, I made it simple. It was just in collector number order.
Just put these together, collector number order. You had to notice it exists,
then you had to think to put it together. And then, we talk about a lot of
things, but I wanted to sort of maximize the jokes.
So what we ended up doing was, the hidden message was, “Here are
some cards that didn’t make it.” And then some of them were actual cards I
tried to get in that the name was funny but the card wasn’t funny enough. It
didn’t play funny. Some of them were just, I don't know, names I thought were
funny. I think Disrobing Scepter might even be there. [NLH—Yes.] Anyway, so I stuck the hidden message in, and—I mean,
that’s the kind of thing the set was doing. I just was like, “What else could
we do?”
But the art shows a bronze colander, not a calendar, even
though the name is Bronze Calendar and the flavor text makes some silly quote
about—making fun of the kind of stuff we write. I had a lot of fun with the
flavor text, by the way, I was in charge of the names and flavor text. Of
trying to write—like trying to parody the style of names and flavor text that
we do.
The other thing for example that we did, and Incoming!
demonstrates this is, something that Dan Gelon did, which was awesome, is we
did a lot of texturing. For example, if you look in the rules text, the text
box, there’s footprints behind it. This is before, by the way, before we did
watermarks and stuff. That the Un-sets…
and once again, paving the way for lots of different things. The Un-sets were doing textured backgrounds.
And like, Incoming! has footprints in the background where you see something
running.
And one of the things that was fun, the way Dan and I worked
is, he would print up the card and show it to me. And I would make notes, and
I’m like, “Oh, could we… this joke would be funnier if we did this, and this is
funnier if we did that.” And we kept going back. And finding new ways to break
up things and new ways to change things.
So… I believe Jeff Donais actually gave me that card.
Someone who used to run tournaments for Wizards. Was our tournament manager for
a while. And anyway, the card was a common, and kind of just was having fun,
like, “Hey, relive the urban legend,” essentially.
And one of the things, by the way, that I love, is like that
card… Mark Tedin, who did the original Chaos Orb, came and parodied his own
work. And that was a lot of fun. I loved—the artists seemed to have a lot of
fun with the set. Which was really cool. And I loved that.
Anyway, so we did this. Number one worst card on the godbook
was Blacker Lotus, number two worst
card was Chaos Confetti. And the people doing the research came back just like,
“Oh, yeah, but we can’t find any correlation between these cards. Because we’ve
looked at their flavor text, and this and that, and their names, and neither
one seems to have a dislike in the same area, people seem to like the art…” I’m
like, “So you can’t see why this is number one and number two.” I’m like,
“Well, perhaps you’re not like, you know, reading the cards.” Anyway, it turns
out people didn’t like to rip up their cards. Who knew.
And we had some other mechanics we messed around with. We did
dice rolling, that was another big thing. I really like dice rolling. I
thought--dice rolling did fair in our godbook study, not great. Oh, here’s
another funny story, speaking of dice rolling.
But anyway, so we get the sketch in for Elvish Impersonator.
And he had done early Elvis. Leather jacket, and I’m like, “No no no no no,
look, Elvish Impersonators, like, they do old Elvis.” Like, when you think of
stereotypical—so I wrote back, because I was doing all the card concepts. So
one of the weird things about this set is I did the card concepting, I did the
names, I did the flavor text. And Unglued
was like, I was the guy doing everything on the set. I had a lot of people give
me stuff, so I had a lot of people submitting things, but I was in charge of
all the decisions going on. Like, I was doing the layouts, because I was
helping with Dan, you know, making notes on that.
Anyway, so I actually wrote back to Claymore, and my note
was, “No no no, old Elvis.” So he came back, and gave us old Elvis. I think
there’s some young Elvises in the background, maybe. His little nod to wanting
young Elvis. Mostly what I said is, “Old Elvis is funnier.” You know, we were
trying to do comedy.
And a lot of the set, by the way, like Joel stopped me in
the hall, it’s funny that, like I said. My background’s comedy writing. I’ve done
improv. I’ve done standup. I’ve written for sitcoms. And so I mean I have a lot
of background in comedy. And like, normally in Magic I don’t get that much opportunity to sort of use my comedy
chops, if you will.
And so it was a lot of fun to just sort of go to town. I
mean, I love Magic dearly, and to
me, to truly, truly parody something you have to love the thing you’re
parodying. Because I feel like you have to really know it well to be able to
parody. And I had just tons and tons of fun with Unglued just going all over the place to try to just get in every
little joke that I could. Like I said, part of it was being able to make fun of
the style of naming we did or the style of flavor text we did. Because back
then I was doing flavor text all the time.
Anyway, so I put the set out, we go to Gen Con, we have an
amazing, amazing prerelease, and what I found was, the set found its audience,
and it kind of connected with people in a way that few of the sets that I’d
done had, and that—especially the first one. Because once we did the first one,
then people knew we could do it. Where when we did the first one, hey, it
didn’t exist yet.
Like, that’s one of the important--my little design lessons
snuck in here, that it’s very hard sometimes when you’re doing something to
understand that people don’t know what they don’t know. Your audience doesn’t
know. And that when you show them something that they’ve never seen before,
they don’t know it’s possible. They don’t know it can be done until it’s done.
Sometimes, for example, we’ll come up with Thing A and Thing
B. And Thing A is, we think, better than Thing B, but Thing A isn’t working.
And it’s hard to go to B, because A seems so awesome. But it’s like, “Well, the
audience doesn’t know you had A. They never saw A. B is awesome. B will be fun
to them. Don’t kill yourself because you know A exists.”
But anyway, the set came out, the response was—I mean, with
the target demographic, I guess I will say phenomenal. Phenomenal. Now, a lot
of people did not like the set, because hey, it really is not meant for
everybody. There’s people that take their Magic
very seriously, and here’s a set where people were taking their pants off
and rolling dice, and ripping up cards.
So he was given the card Knight of the Hokey Pokey. Now he
is English, for those that don’t know this. So he wrote back to our… who was
the art director at the time? Jesper Myrfors, maybe? [NLH—Not sure.] Anyway, I’m not sure who was the art director at
the time. But anyway, it came back and the note was, “What is the Hokey Pokey?”
Because the art description was, “Show this knight dancing the Hokey Pokey.”
And so we had to call him up, and the art director had to say, “Okay, well see,
you put your right hand in, you take your right hand out…” Anyway, they had to
describe to him what the Hokey Pokey looked like so he could draw it.
And like I said, the thing that was hilarious for me, that
was a lot of fun, was, right. I could make you cluck like a chicken or do theHokey Pokey or balance things on your hand or hold your wrists together, or
like Censorship.
That’s another one, by the way. Spark Fiend is one where I
knew I wanted to have a little tiny art box and a giant text box, and I didn’t
know quite what I wanted to do. But like I eventually came up with the idea of “Okay,
we’re going to play craps. We have dice. Let’s play craps.” And then Spark Fiend…
spark spelled backwards is craps, although with a k, but we thought if we
spelled it with a c people would get confused how to pronounce it.
But anyway, if you read that article, I have lots of jokes
and I explained them all. Like I said, I don't know, it was one of the most
satisfying sets I’ve ever done. I think both because I just had a blast doing
it, and because it kind of meant so much for me. I mean, I like competitive Magic, I’m glad Magic is something people can really demonstrate what they can do
at, and I’m glad there is the Pro Tour and all that.
But to me, in my heart, Magic
is fun. Magic is something I’ve
always enjoyed just enjoying. And that to make a set which really climbs the
building and screams at the top of its lungs, “Magic is fun!” I’m just glad to have a big part to do with that.
And Unglued was—like I said, one of
the most personal things I’ve ever done. One of the things I’m proudest of. It’s
had a huge impact on Magic. It’s
funny how much—every time I go to pitch a new Un-set, I hit the point of, “Look, we learned so much from Un-sets. Un-sets are kind of like beta—the ultimate beta test where we try
things and to the point that the audience tries them too.” And I really believe
that Un-sets are an awesome thing. I
love the message they give. I love what they do for design. And it was awesome.
I really enjoyed doing it.
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