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  1. - Top - End - #511
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Androgeus View Post
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    Is this in reference to Duos' post? If it is, then it's not his fault. He talking about the UG effect land, we've had the effect spoiled but not the name. Its text is as follows
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    {T}: Add 1 to your mana pool.
    {U}{G}, {T}: Until end of turn, you may cast nonland cards as though they had flash.
    It does seem pretty cool.

    Talking of effect lands, was anyone else disappointed by RW one (Slayer's Stronghold), or am I just being dense?
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    No. The RW one is very, very good and is one of the best in the cycle. It just gives you so much reach since suddenly all your random 2 drops that are normally terrible topdecks in the mid-lategame are now swinging in for 4ish damage the turn you drop them. It even lets them get in and still block (aka chump Grave Titan) if need be to buy you an extra turn or two to close out the game.

    If it helps, think of it as giving all your guys "Kicker - RW: When this enters the battlefield it deals damage to target player equal to its power plus 2."
    Last edited by Suedars; 2012-04-18 at 10:31 PM.

  2. - Top - End - #512
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    just got around to playing a bog standard wolf run deck... got to admit I didn't think making Monarchs in magic was possible.
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  3. - Top - End - #513
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by 9mm View Post
    just got around to playing a bog standard wolf run deck... got to admit I didn't think making Monarchs in magic was possible.
    What exactly do you mean by Monarchs?

  4. - Top - End - #514
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by IthilanorStPete View Post
    What exactly do you mean by Monarchs?
    I think he's talking about the Titans. The Monarch cycle in YuGiOh is a series of high-power creatures with amazing ETB abilities.
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  5. - Top - End - #515
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Suedars View Post
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    No. The RW one is very, very good and is one of the best in the cycle. It just gives you so much reach since suddenly all your random 2 drops that are normally terrible topdecks in the mid-lategame are now swinging in for 4ish damage the turn you drop them. It even lets them get in and still block (aka chump Grave Titan) if need be to buy you an extra turn or two to close out the game.

    If it helps, think of it as giving all your guys "Kicker - RW: When this enters the battlefield it deals damage to target player equal to its power plus 2."
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    It's actually "Kicker 1RW" because you have to tap the Slayer's Stronghold. It's difficult to use the Haste part because it's so expensive. The card does seem good, but the deck for it doesn't exist yet and Slayer's Stronghold isn't a card that makes playing the deck worth it by itself.
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  6. - Top - End - #516
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

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    Reforge the Soul looks like it could matter. I think it's worth running two of in my Black/Red Vamps. Now all I need is a good two drop.

  7. - Top - End - #517
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    Quote Originally Posted by tgva8889 View Post
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    It's actually "Kicker 1RW" because you have to tap the Slayer's Stronghold. It's difficult to use the Haste part because it's so expensive. The card does seem good, but the deck for it doesn't exist yet and Slayer's Stronghold isn't a card that makes playing the deck worth it by itself.
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    How about with Rally the Peasants in there, as well? Both of them together may well make that deck worth it. Especially with all the spirits flying around...
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  8. - Top - End - #518
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

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    The land that has been talked about, Grotto of Souls I think, has that been confirmed? Or is it only rumour?
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  9. - Top - End - #519
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    Quote Originally Posted by Grytorm View Post
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    The land that has been talked about, Grotto of Souls I think, has that been confirmed? Or is it only rumour?
    Everything but the name has been. We're not sure about the exact English translation, but we know the effect for a fact.
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  10. - Top - End - #520
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

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    Maybe in block. Rally the Peasants is unfortunately just terrible. If you play RW, it isn't going to be for that card.
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  11. - Top - End - #521
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Tao the Ninja View Post
    I think he's talking about the Titans. The Monarch cycle in YuGiOh is a series of high-power creatures with amazing ETB abilities.
    that almost always ended in a +1 or better, that then either slowly punched you 4 times or one shot you. It was really, really silly: wolf run titans feel EXACTLY the same way.
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  12. - Top - End - #522
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Lord Ruby34 View Post
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    Reforge the Soul looks like it could matter. I think it's worth running two of in my Black/Red Vamps. Now all I need is a good two drop.
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    Yeah, for as much hype as Temporal Mastery got, I think Reforge the Soul is probably going to be the strongest of the miracle cards. Someone claimed that they were able to use it in testing to achieve victory on turn 1 via Storm with decent frequency. Not sure how accurate their testing was, but I can definitely see some strong possibilities for it.
    Last edited by Lord Seth; 2012-04-19 at 01:50 AM.

  13. - Top - End - #523
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    About to draft triple dark ascension and I haven't even looked at the set list, which colors should I look for and what bombs exist for draft?
    Thanks

    Edit got to look at the set list, seems like wrg are the strong colors for draft
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  14. - Top - End - #524
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by BobVosh View Post
    About to draft triple dark ascension and I haven't even looked at the set list, which colors should I look for and what bombs exist for draft?
    Thanks
    Look for a Lingering Souls and/or a Captain in your first pack. Both can be fun to build around, have support, and are fairly good (or in Lingering Soul's case, game-winning). Oh, and look out for Niblis of the Urn. Thing is really annoying.
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  15. - Top - End - #525
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

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    Does storm actually want Reforge the Soul?

    I think Entreat the Angels is a more powerful than it seems. I agree that Reforge the Soul is most likely to make a constructed splash, though Terminus and Thunderous Wrath will probably end up appearing in the largest numbers.

    Reforge the Soul and Terminus are the ones so far that aren't too bad to cast for their normal mana costs.
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  16. - Top - End - #526
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

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    PV wrote an excellent article regarding Miracle, and summed up my general thoughts regarding the mechanic (except that I feel more positive about it, particularly the excitement it will generate in limited).

    Reforge the Soul reminds me a lot of Time Reversal - a very large and splashy effect that will fail to impact any format. 5 mana is a lot to ask, and Miracle is simply too random to rely on, except maybe Legacy.

    Personally, the only Miracle cards I think have potential in serious play will be Thunderous Wrath, Entreat the Angels, and perhaps Temporal Mastery (most likely in Legacy). Bonfire of the Damned will probably be worked on, but it just feels inferior to Slagstorm and Whipflare. Terminus is nice and all, but if it gets played I expect it'll often just be as the 6 mana wrath. How often will you be able to cast it for 1 and need to cast it for 1?

    The only one I'm really excited about it Entreat the Angels. 5 mana for a 4/4 flier is unexciting, and 7 for 2 4/4s is just ok. But 3 mana for a 4/4, 4 for 2, and so forth? The power scalling is huge, and given it's proactive nature you'll almost always be happy to cast it the turn you draw it. WSZ may be better for long, griding control games, but having your tokens fly is incredibly relevant in a world filled with Insectile Abberations and Spirit tokens. The only thing that makes me sad is that I have yet to see an angel token I really like.

    In non-Miracle news, Infinite Reflection seems like it could be loads of fun. While it's almost assuredly not constructed worthy, being able to turn all your guys into Titans or whatever other nasty is on the board seems extremely powerful. Thank god it doesn't work with Lingering Souls! In RUG play a few mana dorks, maybe a huntmaster, then cast this on your opponent's Titan and swing with your board?
    Last edited by MammonAzrael; 2012-04-19 at 10:43 PM.

  17. - Top - End - #527
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by MammonAzrael View Post
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    PV wrote an excellent article regarding Miracle, and summed up my general thoughts regarding the mechanic (except that I feel more positive about it, particularly the excitement it will generate in limited).

    Reforge the Soul reminds me a lot of Time Reversal - a very large and splashy effect that will fail to impact any format. 5 mana is a lot to ask, and Miracle is simply too random to rely on, except maybe Legacy.

    Personally, the only Miracle cards I think have potential in serious play will be Thunderous Wrath, Entreat the Angels, and perhaps Temporal Mastery (most likely in Legacy). Bonfire of the Damned will probably be worked on, but it just feels inferior to Slagstorm and Whipflare. Terminus is nice and all, but if it gets played I expect it'll often just be as the 6 mana wrath. How often will you be able to cast it for 1 and need to cast it for 1?

    The only one I'm really excited about it Entreat the Angels. 5 mana for a 4/4 flier is unexciting, and 7 for 2 4/4s is just ok. But 3 mana for a 4/4, 4 for 2, and so forth? The power scalling is huge, and given it's proactive nature you'll almost always be happy to cast it the turn you draw it. WSZ may be better for long, griding control games, but having your tokens fly is incredibly relevant in a world filled with Insectile Abberations and Spirit tokens. The only thing that makes me sad is that I have yet to see an angel token I really like.

    In non-Miracle news, Infinite Reflection seems like it could be loads of fun. While it's almost assuredly not constructed worthy, being able to turn all your guys into Titans or whatever other nasty is on the board seems extremely powerful. Thank god it doesn't work with Lingering Souls! In RUG play a few mana dorks, maybe a huntmaster, then cast this on your opponent's Titan and swing with your board?
    Your links are broken. Good article though.
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  18. - Top - End - #528
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    So, I'm looking at various deck lists to give me ideas for future decks because I just like playing random new decks every once in a while, and I was looking at the deck lists for Tempered Steel.

    What the heck does Hero of Bladehold do for tempered steel? Or Geist Of saint traft?

    Also, just kinda random. If I have an Intangible virtue out, and attack with a hero of bladehold, do the tokens still come into play tapped? I assume yes, but I was curious.

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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

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    Because screw Undying creatures.

    Only problem is it's a sorcery, so you can't use it as a combat trick for the above purpose (e.g.- opponent attacks with Undying creature, you block with big enough creature to trade with it, then pop Pillar of Flame before combat damage is dealt just so it doesn't come back).
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Soft Serve View Post
    So, I'm looking at various deck lists to give me ideas for future decks because I just like playing random new decks every once in a while, and I was looking at the deck lists for Tempered Steel.

    What the heck does Hero of Bladehold do for tempered steel? Or Geist Of saint traft?
    I think it is because that they are really good creatures, so it would be foolish not to include them.

    Also, just kinda random. If I have an Intangible virtue out, and attack with a hero of bladehold, do the tokens still come into play tapped? I assume yes, but I was curious.
    Yhea, they come in tapped seeing as it's part of Hero of Bladehold's ability. You need something like Amulet of Vigor to have the tokens end up untapped.
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  21. - Top - End - #531
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Sith_Happens View Post
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    Because screw Undying creatures.

    Only problem is it's a sorcery, so you can't use it as a combat trick for the above purpose (e.g.- opponent attacks with Undying creature, you block with big enough creature to trade with it, then pop Pillar of Flame before combat damage is dealt just so it doesn't come back).
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    Alchemist's Refuge, anyone?

    It's a terrible trick, but damn amusing. "So, I heard you like undying? Lolno."

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  22. - Top - End - #532
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Soft Serve View Post
    So, I'm looking at various deck lists to give me ideas for future decks because I just like playing random new decks every once in a while, and I was looking at the deck lists for Tempered Steel.

    What the heck does Hero of Bladehold do for tempered steel? Or Geist Of saint traft?
    Hero, especially in Block, is a substantial threat that doesn't get hit by all the artifact hate that's good against Tempered Steel. It gives an edge in aggro matchups by going big, and forces control to keep in a certain amount of otherwise-iffy spot removal to deal with it. It was much better in Block than in Standard, though, because Scars Block Constructed had so few ways to deal with it that were also decent against Tempered Steel as a whole.

    Also, just kinda random. If I have an Intangible virtue out, and attack with a hero of bladehold, do the tokens still come into play tapped? I assume yes, but I was curious.
    Yes, they do.

  23. - Top - End - #533
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

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    So Cavern of Souls makes my creature loving self happy.
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  24. - Top - End - #534
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

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    Same here 9MM, same here.


    In non-spoilery news...or rather the answer is spoilery (maybe) but the question isn't, has there been any word on whats going on at the Helvault prereleases? Like what's in them? How many people are going to a Helvault pre-release?...It's driving me mad whats in that confounded thing!
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  25. - Top - End - #535
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Callos_DeTerran View Post
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    Same here 9MM, same here.


    In non-spoilery news...or rather the answer is spoilery (maybe) but the question isn't, has there been any word on whats going on at the Helvault prereleases? Like what's in them? How many people are going to a Helvault pre-release?...It's driving me mad whats in that confounded thing!
    The Helvault's contents were leaked earlier this week:

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    Oversized copies of the legendary angels, an angel figurine, and some spindown dice. I think there might be one other thing I was forgetting.

  26. - Top - End - #536
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Suedars View Post
    The Helvault's contents were leaked earlier this week:

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    Oversized copies of the legendary angels, an angel figurine, and some spindown dice. I think there might be one other thing I was forgetting.
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    Awww. I was kinda hoping for regular card-sized versions of the angels and demons in the Helvault, so I could use them in play, but the super-sized ones are still cool. Plus, free track-down dice in a classy color combination and double-sided tokens for angels and demons...and the angel token actually looks good!

    ...Course...now I'll need cards that actually make angel/demon tokens but how hard can that be?...Right? Hello? >.>
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Callos_DeTerran View Post
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    Awww. I was kinda hoping for regular card-sized versions of the angels and demons in the Helvault, so I could use them in play, but the super-sized ones are still cool. Plus, free track-down dice in a classy color combination and double-sided tokens for angels and demons...and the angel token actually looks good!

    ...Course...now I'll need cards that actually make angel/demon tokens but how hard can that be?...Right? Hello? >.>
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    well the prerelease card is a spear that makes angels... somehow
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Ohmygodohmygodohmygodohmygod.

    The three Vensers I ordered for my cousin came today. It was in some rather heavy duty packaging, and there were a bunch of other cards, so once I saw the Vensers, I just assumed they'd put the other ones in to make sure the Vensers didn't bend.

    Then I saw the Timely reinforcements and thought that was a curious choice, but I wasn't complaining.

    Then I saw more. There were 4, and I didn't even order them.

    There were also 4 Mana Leaks, 3 Day of Judgements, 2 Mimic Vats, and 4 think Twices.

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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Quote Originally Posted by Soft Serve View Post
    Ohmygodohmygodohmygodohmygod.

    The three Vensers I ordered for my cousin came today. It was in some rather heavy duty packaging, and there were a bunch of other cards, so once I saw the Vensers, I just assumed they'd put the other ones in to make sure the Vensers didn't bend.

    Then I saw the Timely reinforcements and thought that was a curious choice, but I wasn't complaining.

    Then I saw more. There were 4, and I didn't even order them.

    There were also 4 Mana Leaks, 3 Day of Judgements, 2 Mimic Vats, and 4 think Twices.
    Sounds like you should check your receipt to make sure you didn't buy more than you wanted to on accident. And if the mistake is on their end, I'd contact them and make sure they knew what happened. Assuming it is all good, that's awesome. Mail is great. ^_^

  30. - Top - End - #540
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    Default Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse

    Dude... That... is... an awesome purchase. 17 cards you didn't order? And as good as those?
    If they truly were throw-ins, I will be jealous of you until the day I die. Which I don't intend to do (again).
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