Name Set ImageFile Symbol Turn Chakra Hand Type Description Power Injured Attribute Rarity Text Naruto Uzumaki Ex001 promo ex001 Lightning 0 0 0 Ninja Leaf Genin Male Growth 1/1 3/1 Oil PR <> When this Ninja is put in play, except by Growth effect, discard all Chakras in both players Chakra areas. Sasuke Uchiha Ex002 promo ex002 Fire 0 0 0 Ninja Leaf Genin Male Sharingan Eye 3/1 0/0 Taijutsu PR <> This Ninja gets +2/+0 during the turn it is put in play. Fierce Ambition M621 promo m621 Earth/Fire 3 1 Mission PR Permanent Effect: When you put an Akatsuki Ninja card in play, it gets the following effect texts during that turn: When this Ninja is put in play, draw 1 card. When this Ninja's Team wins a Victory or an Outstanding Victory, you win 1 Battle Reward.?? Rescue The Fifth Kazekage! M622 promo m622 Lightning/Wind 1 1 Mission PR Permanent Effect: Your Teams with only Leaf Ninja(s) get + 2 Team Power while Battling against 1 or more non-Leaf Ninjas. Additionally, each of your Ninjas in those Teams cannot be affected by the effects of your opponent's non-Leaf Ninjas. Cursed Eyes M623 promo m623 Fire/Water 2 1 Mission PR ########################################################################### Naruto Uzumaki Pr001 promo pr001 0 Ninja Sasuke Uchiha Pr002 promo pr002 0 Ninja Sakura Haruno Pr003 promo pr003 0 Ninja Naruto Uzumaki Pr004 promo pr004 0 Ninja Naruto Uzumaki Pr005 promo pr005 Lightning 0 0 1 Ninja Leaf Genin Male Growth 1/1 3/1 Ninjutsu PR <> Valid: If this Ninja is in the same Team as 'Sakura Haruno', this Ninja gets +1/+1. Sasuke Uchiha Pr006 promo pr006 Fire 0 0 Ninja Leaf Genin Male Growth 3/1 0/0 Weapon PR <> Valid: If this Ninja is in the same Team as 'Naruto Uzumaki', this Ninja gets +1/+1. Sakura Haruno Pr007 promo pr007 Wind 0 0 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon PR <> Valid: If this Ninja is in the same Team as 'Sasuke Uchiha', this Ninja gets +1/+1. Iruka Umino Pr008 promo pr008 Lightning 2 0 Ninja Leaf Chunin Male Mental Power: 1 3/2 1/1 Weapon PR <> This Ninja gets -1 Entrance cost when you have 1 or more 'Ninja Academy Student' Ninjas in play. Kakashi Hatake Pr009 promo pr009 Fire 5 1 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu PR <> This Ninja can use a Jutsu card without paying any Justu cost if your opponent has a Justu card with the same name as the Justu card in their Discard Pile. Hokage Rocks Pr010 promo pr010 Mission Successors Pr011 promo pr011 Mission Start the Battle Pr012 promo pr012 Mission The Origin of the Plot Pr013 promo pr013 Mission Naruto Uzumaki Pr014 promo pr014 1 Ninja Naruto Uzumaki Pr015 promo pr015 1 Ninja Proof of the Existance Pr016 promo pr016 1 Mission One Last Attack Pr017 promo pr017 Mission Naruto vs. Sasuke Pr018 promo pr018 Lightning 4 1 Mission PR Effect: During the Organization Phase of this turn, both players' Genin Ninjas must be removed from their Teams and may not be included in the Team with any other Ninjas. (Other Ninjas can be organized as usual). During the Battle Phase, both players must The First Hokage Pr018B promo pr018b Earth 6 1 Ninja Leaf Satoosa Male Mental Power: 2 6/3 5/2 Wood PR <> When this Ninja is put in play, if your opponent has 5 or more Battle Rewards, discard your opponent's Battle Reward(s) until they have 4 Battle Rewards. The Second Hokage Pr019 promo pr019 Water 6 1 Ninja Leaf Satoosa Male Mental Power: 2 6/4 3/3 Water PR <> When this Ninja is put in play, if you have 3 or less cards in your hand, draw card(s) until you have 4 cards in your hand. Rasengan Pr020 promo pr020 Lightning L L 1 Jutsu PR Requirements: 'The Fourth Hokage,' or 'Jiraiya' or 'Naruto Uzumaki'+'Clone Status' Target: User Effect: The target gets +7/+0 during this turn. At the end of the turn, give 1 Damage to every Ninja in this Ninja's Team. Watchman Pr021 promo pr021 Mission Let's take this outside! Pr022 promo pr022 Mission Silence Pr023 promo pr023 Mission Not a Single Answer Pr024 promo pr024 Mission Rock Lee & Might Guy Pr024B promo pr024b Ninja To the Same Place Pr025 promo pr025 Mission Sasuke Uchiha & Kakashi Hatake Pr025B promo pr025b Ninja The Tactic against Sharingan Eye Pr026 promo pr026 1 Jutsu Naruto Uzumaki & Jiraiya Pr026B promo pr026b 1 Ninja Sasuke Uchiha Pr027 promo pr027 1 Ninja Kimimaro Pr028 promo pr028 Ninja BATTLE BETWEEN THE SANNIN Pr029 promo pr029 Lightning/Wind 5 1 Mission PR ##################################### A NEW ENEMY Pr030 promo pr030 Water 5 1 0 Mission PR Counter Effect: Put 1 'Kimimaro' Ninja card in your hand in play. Then, you can place it in any of your Teams with 2 or less Ninjas. That “Kimimaros” Team must be sent out to Block if possible during the turn. FOR THE TITLE OF HOKAGE Pr031 promo pr031 Fire 3 1 0 Mission PR Permanent (3) Effect: At the beginning of each players turn, that player selects 1 of their in-play Ninjas. If the selected Ninjas Team wins a Victory or an Outstanding Victory during the turn, that player wins 1 Battle Reward. In Awe of the Legends Pr032 promo pr032 Mission Lineage of the Legends Pr033 promo pr033 Mission Naruto Uzumaki Pr034 promo pr034 Lightning 3 0 0 Ninja Leaf Male Clone Status 4/1 6/1 Ninjutsu PR <> Valid: While you have a 'Final Valley' Mission card in play, at the beginning of your Mission Phase, you can move the top card of your Deck to your Chakra area. Sasuke Uchiha Pr035 promo pr035 Fire 4 0 Ninja Leaf Rogue Ninja Male Sharingan Eye State 2 6/1 4/1 Taijutsu PR <> Valid: While you have a 'Final Valley' Mission card in play, at the beginning of your Mission Phase, you can move the top card of your Deck to your Chakra area. Itachi Uchiha Pr036 promo pr036 Ninja Amaterasu Pr037 promo pr037 Jutsu Naruto Uzumaki Pr038 promo pr038 Lightning 3 0 Ninja Leaf Male Genin Clone Status Growth 3/1 6/1 Oil PR <> When this Ninja is Deployed, randomly select 1 of your opponent's Battle Rewards and move it to your hand. Might Guy Pr039 promo pr039 Ninja Sakura Haruno Pr040 promo pr040 Ninja Naruto Uzumaki & Hinata Hyuga Pr041 promo pr041 Ninja Kakashi Hatake Pr042 promo pr042 1 Ninja Multi Shadow Clone Jutsu Pr043 promo pr043 Jutsu Lightning Blade Pr044 promo pr044 Jutsu Chidori Stream Pr045 promo pr045 0 Jutsu Yamato Pr046 promo pr046 Earth 5 1 0 Ninja Leaf Male Mental Power: 2 5/3 2/2 Tree PR <> When this Ninja is put in play, move up to 3 cards with an 'Earth' Symbol from your Discard Pile to your Chakra area. Valid: This Ninja can become the user of Jutsu cards with Requirements: The First Hokage'. Sasuke Uchiha Pr047 promo pr047 0 Ninja Popularity Pr048 promo pr048 Mission Will of the Youth Pr049 promo pr049 Fire/Lightning 1 0 0 Mission PR Permanent Effect: Each player's Ninjas cannot be removed from play by the effects of thier opponent's Jutsu cards. Effect: When this Mission is removed from play, you can draw 1 card. In that case, move this card to the top of its owner's Deck instead. Rock Lee & Gaara of the Desert Pr050 promo pr050 Lightning/Wind 4 0 1 Ninja Leaf Sand Genin Male SQUAD 7/3 5/3 Taijutsu/Sand PR ################################### Sakura Haruno Pr051 promo pr051 Lightning/Wind 2 0 0 Ninja Leaf Chunin Female Mental Power:3 Medical GROWTH 2/2 0/3 Medicine PR ################################### Kakashi Hatake Pr052 promo pr052 Fire/Lightning 5 1 0 Ninja Leaf Jonin Male Mental Power: 3 Sharingan Eye 6/3 3/2 Genjutsu PR ################################## Naruto Uzumaki Pr053 promo pr053 Lightning/Wind 4 0 0 Ninja Leaf Genin Male Clone Status MASTERY REINFORCEMENT 5/3 8/4 Oil Ninjutsu PR ################################ Naruto Uzumaki (Clone) Pr054 promo pr054 Lightning/Wind 1 0 0 Ninja Leaf Genin Male Clone Status Growth 1/1 5/1 Oil PR <> When this Ninja is put in play, you can search your Deck for a Clone Status Ninja card, reveal it, and move it to your hand. Sasuke Uchiha Pr055 promo pr055 Fire/Water 4 0 0 Ninja Sound Rogue Ninja Sharingan Eye AMBUSH GROWTH 6/2 2/1 Genjutsu PR <> When this Ninja is put in play, you can search your Deck for a card that includes Chidori in its name, reaveal it, and move it to your hand. Kakashi Hatake Pr056 promo pr056 Fire/Lightning 5 1 0 Ninja Leaf Jonin Male Mental Power: 3 Sharingan Eye 6/3 3/2 Genjutsu PR <> You can discard 3 of your Chakras. In that case, negate and remove from game 1 Mission or Jutsu card being played. Sakura Haruno Pr057 promo pr057 Wind 2 0 1 Ninja Leaf Chunin Female Mental Power 3 Medical GROWTH 3/2 0/2 Medicine PR <> When you deploy this Ninja or another Ninja with Mental Power: 2 or more, draw 1 card. Itachi Uchiha Pr058 promo pr058 Fire 6 1 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye AMBUSH 6/4 3/3 Genjutsu PR <> Your opponent cannot play cards with an Entrance cost of 2 or less. Jiraiya Pr059 promo pr059 Lightning 6 1 1 Ninja Leaf Sannin Male MASTERY 7/2 5/1 Oil PR <> When this Ninja is put in play, search your Deck for a Naruto Uzumaki Ninja card with an Entrance cost of 4 or less, and put it in play. Clash Pr060 promo pr060 Fire/Lightning 3 1 Mission PR Permanent: (2) At the beginning of each player's Organization Phase, that player discards 1 of their Ninjas or Missions. Naruto Uzumaki Pr061 promo pr061 Lightning/Wind 3 0 Ninja Leaf Genin Male Clone Status Samurai GROWTH 3/1 6/1 Oil/Weapon PR <> When this Ninja is deployed, you can select up to 5 cards from your Discard Pile. In that case, randomly place the selected cards on top of your Deck. Sasuke Uchiha Pr062 promo pr062 Fire/Lightning 4 0 Ninja Rogue Ninja Male Hebi Samurai Sharingan Eye GROWTH 6/2 2/1 Genjutsu/Weapon PR <> Valid: When you deploy this Ninja or another Sharingan Eye Ninja, move the top 3 cards of your opponent's Deck to their Discard Pile. Naruto Uzumaki Prus001 promo prUS001 Lightning 0 0 Ninja Leaf Genin Male Growth 4/1 0/0 Ninjutsu PR <> Valid: While this Ninja is injured status, the Combat of this Ninja becomes the same value as the number of your opponent's Battle Rewards. Sasuke Uchiha Prus002 promo prUS002 Fire 1 0 Ninja Leaf Genin Male Sharingan Eye Growth 6/1 0/0 Taijutsu PR <> When this Ninja's Team wins a Victory or an Outstanding Victory, you can select and discard 1 of the cards in your opponent's Chakra area. Shikamaru Nara Prus003 promo prUS003 Earth 1 0 Ninja Leaf Genin Male Growth Mental Power: 4 3/1 0/0 Shadow PR <> When this Ninja is sent out to Battle and opposed, flip a Ninja Blade coin; If it's heads, this Ninja's Team and your opponent's Team Battling against this Ninja's Team perform a Mental Power Battle. Sharingan Eye Prus004 promo prUS004 Fire F 2 Jutsu PR Requirements: 'Sharingan Eye' Target: 1 of your opponent's Jutsu cards being played Effect: Negate the target and discard it. Then, look at all the cards in your opponent's hand and discard the card(s) with the same name as the target. Naruto Uzumaki Prus005 promo prUS005 Lightning 0 0 Ninja Leaf Genin Male Growth 3/1 3/1 Ninjutsu PR <> Valid: While this Ninja is Battling against your opponent's Team with 1 or more 'Chunin' or higher Rank Ninjas, this Ninja gets +2/+0. Big Boss Prus006 promo prUS006 Lightning 5 1 Mission PR Counter Permanent (2) Effect: All Jutsu cards and Ninja effects that require Chakra cannot be used or activated. Naruto Uzumaki Prus007 promo prUS007 Lightning 0 0 Ninja Leaf Genin Male Growth 0/0 3/1 Ninjutsu PR <> Valid: While this Ninja is in injured status and you have 3 or less cards in your hand, this Ninja gets +2/+0. Gaara of the Desert Prus008 promo prUS008 Wind 2 0 Ninja Sand Genin Male 0/0 2/1 Sand PR <> You can discard another Ninja in this Ninja's Team to give 1 Damage to 1 of your opponent's Ninjas Battling against this Ninja's Team. Neji Hyuga Prus009 promo prUS009 Earth 2 0 Ninja Leaf Genin Male Byakugan Growth 4/1 3/1 Taijutsu PR <> This Ninja cannot be moved from your Village or Battlefield by the effect of your opponent's Jutsu cards. Sakura Haruno Prus010 promo prUS010 Wind 0 0 Ninja Leaf Genin Female Growth Mental Power: 3 3/1 0/1 Weapon PR <> During the Exchange of Jutsu, if this Ninja is opposed, you can change this Ninja to injured status. In that case, this Ninja's Team and your opponent's Team Battling against this Ninja's Team perform a Mental Power Battle. Naruto Uzumaki Prus011 promo prUS011 Lightning 0 0 Ninja Leaf Genin Male Growth 0/1 3/1 Ninjutsu PR <> Valid: When this Ninja is sent out to Attack and receives any Damage, you can give 1 Damage to 1 of your opponent's Ninja Battling against this Ninja. Sasuke Uchiha Prus012 promo prUS012 Fire 1 0 Ninja Leaf Genin Male Sharingan Eye Growth 0/0 0/0 Flame PR <> Each time this Ninja becomes the user of a Jutsu card with a 'Fire' symbol, you can draw 1 card. Itachi Uchiha Prus013 promo prUS013 Fire 6 1 Ninja Akatsuki Rougue Ninja Jonin Male Sharingan Eye 6/3 2/3 Genjutsu PR <> When this Ninja's Team wins a Victory or an Outstanding Victory, you can select and move 1 Jutsu card that includes 'Requirements: 'Sharingan Eye'' or 'Requirements: 'Itachi Uchiha'' in your Discard Pile to the top of your Deck Multi Shadow Clone Jutsu Prus014 promo prUS014 Lightning L 1 Jutsu PR Requirements: 'Naruto Uzumaki' Target: User Effect: The targets gets +3/+0 for each of 'Naruto Uzumaki' Ninja cards in your Discard Pile and Chakra area. The Third Hokage Prus015 promo prUS015 Fire 6 1 Ninja Leaf Satoosa Male Mental Power: 3 6/4 4/2 Ninjutsu PR <> While you only have 'Genin' Ninjas in play, this Ninja's Entrance cost and Hand cost gets -1. Naruto Uzumaki Ps001 promo ps001 Ninja Sasuke Uchiha Ps002 promo ps002 Ninja Sakura Haruno Ps003 promo ps003 Ninja Kakashi Hatake Ps004 promo ps004 Ninja Kunai J001 set1 j001 Lightning 1 Jutsu C Target: User Effect: The target gets +2/+2 during this turn. Cross-Shaped Shuriken J002 set1 j002 Lightning 2 Jutsu C Target: User Effect: The target gets +3/+0 during this turn. Sexy Jutsu J003 set1 j003 Lightning L L Jutsu C Requirements: 'Male' Target: 1 'Male' Ninja Battling against the user Effect: The user changes from 'Male' to 'Female'. The target's Combat becomes 0 during this turn. Harem Jutsu J004 set1 j004 Lightning L 1 Jutsu U Requirements: 'Male' + 'Clone status' Target: Every 'Male' Ninja Battling against the user Effect: The user changes from 'Male' to 'Female'. The target's Power becomes 0/0 during this turn. Multi Shadow Clone Jutsu J005 set1 j005 Lightning L X Jutsu R Target: User Effect: The target gets +Y/+0 and 'Clone status' during this turn. Y = X times 2. 8 Trigram Divination Seal Spell Fomula J006 set1 j006 Fire F F Jutsu C Requirements: 'Jonin' or higher Rank Target: 1 Ninja Effect: Move the target back to the top of its original owner's Deck. Sharingan Eye J007 set1 j007 Fire F 1 Jutsu R Requirements: 'Sharingan Eye' Target: 1 Jutsu card being played Effect: Negate the target and discard it. Crystal Ball Jutsu J008 set1 j008 Fire F 1 Jutsu ST Effect: Look at all the cards in your opponent's hand. If they have 1 or more Ninjas in their hand, draw 1 card. A Thousand Years of Death J009 set1 j009 Fire F L Jutsu C Target: 1 card in the Battle Reward area Effect: Move the target to its original owner's Chakra area. Fire Style: Fire Ball Jutsu J010 set1 j010 Fire F F 1 Jutsu U Target: 1 Ninja Effect: Give 1 Damage to the target. If the target has a 'Flame' Combat Attribute, the Damage from this Jutsu card is negated. Shared-instinct Assassination Jutsu J011 set1 j011 Water W W Jutsu ST Requirements: 'Chunin' or higher Rank Target: 1 Stand-By Ninja Effect: Move the target back to its original owner's hand. Water Clone Jutsu J012 set1 j012 Water X Jutsu ST Target: User Effect: The target gets +X/+X and 'Clone status' during this turn. The X Jutsu Cost must be paid with cards in your Chakra area with the 'Water' Symbol. Hidden Mist Jutsu J013 set1 j013 Water W W Jutsu U Target: 1 Jutsu card being played Effect: Negate the target and move it back to its original owner's hand. Silent Killing Jutsu J014 set1 j014 Water W W W 1 Jutsu R Requirements: 'Jonin' or higher Rank Target: Every Ninja Battling against the user Effect: Change the target to injured status. Clone Jutsu J015 set1 j015 Wind 1 Jutsu C Target: User Effect: The target gets +1/+1 and 'Clone status' during this turn. Transform Jutsu J016 set1 j016 Wind N Jutsu C Target: User Effect: Switch the numbers of the target's Combat and Support during this turn. In addition, the Combat Attribute of the target becomes 'Taijutsu', 'Ninjutsu', 'Genjutsu' or 'Flame' (your choice). Substitution Jutsu J017 set1 j017 Wind N 2 Jutsu C Target: 1 Team Effect: Switch the position of the target's Head Ninja and Back Ninja(s). Disguise Jutsu J018 set1 j018 Wind N N Jutsu C Target: The Team including the user and the Team Battling against the user Effect: The target skips the Showdown. No Damage is received by either Team. Evil Illusion: Death Mirage Jutsu J019 set1 j019 Wind 2 Jutsu U Target: 1 of your opponent's Ninjas Battling against the user Effect: The target gets -2/-2 during this turn. If the user has an 'Genjutsu' Combat Attribute, the target gets an additional -1/-1. Escape Jutsu J020 set1 j020 Earth 1 Jutsu C Target: 1 Ninja Effect: Negate any additions or subtractions to the target's Power. Earth Style: Headhunter Jutsu J021 set1 j021 Earth E 1 Jutsu C Requirements: 'Chunin' or higher Rank Target: The Back Ninja(s) of the Team Battling against the user Effect: Remove the target from the Team. The target is considered to be a Stand-By Ninja. Mind Transfer Jutsu J022 set1 j022 Earth E E N Jutsu C Requirements: 'Mind' Combat Attribute Target: 1 Ninja Battling against the user with 2 or less Power Effect: The target is considered to be a Stand-By Ninja. If you have no Ninjas with the same name as the target in play, move the target to your Village. Shadow Possession Jutsu J023 set1 j023 Earth E Jutsu ST Requirements: 'Shadow' Combat Attribute Target: 1 Ninja Battling against the user Effect: The Power of the target is considered to be 0/0 during this turn. Expansion Jutsu J024 set1 j024 Earth E Jutsu C Requirements: 'Food' Combat Attribute Target: User Effect: The target gets +2/+0 during this turn and cannot be the target of your opponent's Jutsu cards. Shadow Clone Jutsu J025 set1 j025 Lightning L 1 1 Jutsu ST Target: User Effect: The target gets 'Clone status' during this turn. Flip a Ninja Blade coin; if it's heads, the target gets +4/+0. If it's tails, the target gets +2/+0. Leaf Hurricane J026 set1 j026 Lightning 1 1 Jutsu U Requirements: 'Taijutsu' Combat Attribute Target: User Effect: The target gets +3/+0 during this turn. Leaf Whirlwind J027 set1 j027 Lightning 1 1 Jutsu C Requirements: 'Taijutsu' Combat Attribute Target: User Effect: The target gets +0/+3 during this turn. Ninja Art of Beast Mimicry: All-Four Jutsu J028 set1 j028 Fire F 1 Jutsu C Requirements: 'Fang' Combat Attribute Target: User Effect: The target gets 'Animal' and +X/+0 during this turn. X = the Combat of the target. Demon Wind Shuriken J029 set1 j029 Fire F 1 1 Jutsu ST Target: User Effect: The target gets +2/+0 during this turn. If the target has a 'Weapon' Combat Attribute, the target gets an additional +1/+0 . Lightning Blade J030 set1 j030 Fire F 1 1 Jutsu SR Requirements: 'Kakashi Hatake' Target: User Effect: The target gets +7/+0 during this turn. Guillotine Sword J031 set1 j031 Water W 1 1 Jutsu ST Requirements: 1 Head Ninja Target: User Effect: Discard all the Ninjas which received Damage from the target's Team during this turn. Water Prison Jutsu J032 set1 j032 Water W W 1 Jutsu C Target: 1 Ninja Battling against the user Effect: The Combat of the target becomes 0 during this turn. Water Style: Water Dragon Jutsu J033 set1 j033 Water W W 1 1 Jutsu C Requirements: 'Jonin' or higher Rank Target: 1 Ninja that is being sent out to Battle Effect: Give 1 Damage to the target. Water Style: Giant Vortex Jutsu J034 set1 j034 Water W W W 1 Jutsu R Requirements: 'Jonin' or higher Rank Target: Every Ninja Battling against the user Effect: Move the target back to its original owner's hand. A Thousand Needles of Death J035 set1 j035 Water W W 1 Jutsu U Requirements: 'Haku' Target: 1 Ninja Battling against the user Effect: Change the target to injured status. Crystal Ice Mirror J036 set1 j036 Water W W 1 1 Jutsu SR Requirements: 'Haku' Target: 1 Ninja Battling against the user Effect: The target gets -X/-X during this turn. X = the number of cards in both players' hands. Shadow Shuriken Jutsu J037 set1 j037 Water 1 1 Jutsu C Target: User Effect: The target gets the following text during this turn: 'The Jutsu cards used by this card cannot be negated.' Sprinting in the Mist Jutsu J038 set1 j038 Wind N 1 Jutsu C Target: 1 of your Ninjas that is being sent out to Battle Effect: Remove the target from the Team. The target is considered to be a Stand-By Ninja. Parasitic Insect Jutsu J039 set1 j039 Wind N N 1 Jutsu U Requirements: 'Insect' Combat Attribute Effect: Select 3 cards at random from your opponent's Deck and discard them. Tree-Climbing Training J040 set1 j040 Earth 1 1 Jutsu C Effect: Send 2 cards from the top of your Deck to your Chakra area. Summoning Earth Style: Fanged Pursuit Jutsu J041 set1 j041 Earth E 1 1 Jutsu C Target: 1 or 2 'Ninja Dog' Ninja(s) in your Discard Pile Effect: Put the target in play and make it/them the Back Ninja(s) of the user's Team. The number of Ninjas in the Team cannot be more than 3. Byakugan J042 set1 j042 Earth E 1 1 Jutsu R Requirements: 'Byakugan' Effect: Look at the cards in your opponent's hand. Then, discard 1 Jutsu or Mission card in your opponent's hand. Ichiraku Noodle Shop M001 set1 m001 Lightning 0 1 1 Mission C Target: 1 of your injured Ninjas Effect: Heal the target. An Outcast's Dream M002 set1 m002 Lightning 0 1 1 Mission C Permanent Effect: When your 'Naruto Uzumaki' Ninja gives Damage to your opponent's Ninjas, put a Ninja Blade coin symbolizing +1/+1 on 'Naruto Uzumaki'. Leaf Headband M003 set1 m003 Lightning 2 1 1 Mission U Target: 1 'Genin' Ninja in your Chakra area Effect: Move the target to your Village and put it in play. The Ninja is considered to be part of the '1 Ninja card per turn' restriction. A Kind Teacher M004 set1 m004 Lightning 4 1 1 Mission ST Target: Every card in both players' Discard Piles Effect: Move the target to each player's Deck. The Decks are then shuffled. Disaster of the Nine-Tailed Fox Spirit M005 set1 m005 Lightning 5 1 1 Mission SR Target: Every Ninja Effect: Give 1 Damage to the target. Mission of Capturing the Missing Pet “Tora” M006 set1 m006 Fire 1 1 1 Mission C Effect: Draw 1 card. Make-Out Paradise M007 set1 m007 Fire 2 1 1 Mission C Target: 1 of your Ninjas Effect: When the target's Team wins an Outstanding Battle Reward or an Outstanding Victory during this turn, get an additional Battle Reward. An Accident M008 set1 m008 Fire 3 1 1 Mission U Target: Every Ninja Effect: The target cannot use Jutsu cards during this turn. Lone Avenger M009 set1 m009 Fire 3 1 1 Mission C Counter Target: 1 non-'Permanent' Mission card Effect: Negate the target and discard it. Exhaustion of Stamina M010 set1 m010 Fire 4 1 1 Mission U Target: Every card in both players' Chakra areas Effect: Discard the target. Bingo Book M011 set1 m011 Water 1 1 1 Mission C Effect: Look at the top 3 cards of your Deck. If there are 1 or more Ninjas among the cards, you can select 1 of the Ninjas, show it to your opponent, and place it in your hand. Return the rest of the cards to your Deck and shuffle it. The Worst Client M012 set1 m012 Water 3 1 1 Mission C Target: 1 of your Ninjas Effect: When the target is sent out to Battle during this turn, your opponent must send out a Team to block the target's Team, if possible. Gato Transport M013 set1 m013 Water 3 1 1 Mission C Permanent Effect: Both players must discard 1 card of their choice in their Chakra areas every time they send a Team out to Battle. Intent to Kill M014 set1 m014 Water 4 1 1 Mission U Target: All Teams with all 'Genin' or lower Rank Ninjas Effect: The target cannot be sent out to Battle during this turn. Inner Sakura M015 set1 m015 Wind 1 1 1 Mission U Effect: Look at the top 4 cards of your Deck. Then, arrange the order of the 4 cards as you like and return them to the top of your Deck. Then, If you have 'Sakura Haruno' in play, draw 1 card. Browsing in a Bookstore M016 set1 m016 Wind 2 1 1 Mission C Effect: Look at all the cards in your opponent's hand. Three Man Squads M017 set1 m017 Wind 3 1 1 Mission C Effect: A Team with 3 Ninjas can only be blocked by another Team with 3 Ninjas during this turn. One Morning M018 set1 m018 Wind 4 1 1 Mission R Effect: Draw 2 cards. Failure M019 set1 m019 Earth 1 1 1 Mission C Target: 1 'Permanent' Mission card Effect: Discard the target. Ninja Academy M020 set1 m020 Earth 2 1 1 Mission C Target: 1 'Genin' Ninja in your hand Effect: Put the target in play. After the Battle M021 set1 m021 Earth 2 1 1 Mission R Target: All of your injured Ninjas Effect: Heal the target. Leaf Ninja Forces M022 set1 m022 Earth 3 1 1 Mission C Permanent Effect: Both players draw 1 extra card during their Start Phase. Battle of Clones M023 set1 m023 Lightning 1 1 1 Mission C Permanent Target: 1 of your Ninjas Effect: The target gets 'Clone status'. When this card's effect is applied, put a Ninja Blade coin symbolizing 'Clone status' on the target. Oath of Pain M024 set1 m024 Lightning 1 1 1 Mission C Effect: Arrange the order of all the cards in your hand and return them to the bottom of your Deck. Then, draw the same number of cards from your Deck. The Hero Appears! M025 set1 m025 Lightning 3 1 0 Mission U Permanent Effect: All Ninjas in both players' hands with an Entrance cost of 1 or more get +1 Entrance cost. This effect cannot be duplicated. The Most Unpredictable Ninja M026 set1 m026 Lightning 3 1 0 Mission C Counter Target: 1 of your opponent's Ninjas Effect: The target must be sent out to Battle during this turn, if possible. Blood of the Uchiha Clan M027 set1 m027 Fire 3 1 0 Mission C Permanent Target: 1 of your Ninjas Effect: The target gets 'Sharingan Eye'. When this card's effect is applied, put a Ninja Blade coin symbolizing 'Sharingan Eye' on the target. Coward M028 set1 m028 Fire 4 1 0 Mission ST Target: All Teams with 1 Ninja Effect: The target cannot block a Team with 6 or more Team Power during this turn. Seesaw Battle M029 set1 m029 Fire 4 1 0 Mission C Target:1 of the cards in each player's Battle Reward areas Effect: Discard the target. Kakashi's Foresight M030 set1 m030 Fire 5 1 0 Mission R Permanent Effect: You can play up to 2 Mission cards per turn. Gathering Herbs M031 set1 m031 Water 2 1 0 Mission R Effect: Both players draw 1 card. The Worst for Last M032 set1 m032 Water 2 1 0 Mission U Effect: If your opponent has 1 or more 'Jonin' Ninjas in play, put a 'Jonin' or lower Rank Ninja in play. This effect is included in the '1 Ninja card per turn' restriction. Public Execution M033 set1 m033 Water 4 1 0 Mission C Effect: Both players discard 1 card from their hand or from their in-play cards. Unwanted Child M034 set1 m034 Water 3 1 0 Mission C Target: Every card in your opponent's Battle Reward area Effect: Look at the target. If the cards include 1 or more 'Rogue Ninjas', select 1 and show it to your opponent and put it in your hand. Look for the Red Four-Leaf Clover M035 set1 m035 Wind 3 1 0 Mission C Effect: Look at all the cards in your Deck. Select 1 Mission card of your choice and show it to your opponent. Then, shuffle your Deck and return the selected Mission card to the top of your Deck. Left Behind M036 set1 m036 Wind 3 1 0 Mission C Target: 1 of your opponent's Ninjas Effect: Remove the target from the Team. Specific Instruction M037 set1 m037 Wind 3 1 1 Mission C Counter Target: All of your Ninjas Effect: Organize the target into new Teams. Teachings of the Previous Hokage M038 set1 m038 Wind 4 1 0 Mission C Target: Every Team Effect: The target must be sent out to Battle during this turn, if possible. Small Act of Courage M039 set1 m039 Earth 0 1 0 Mission C Effect: Every Ninja in your hand that has an Entrance cost of 2 or less gets -1 Entrance cost during this turn. Shooting Star M040 set1 m040 Earth 1 1 0 Mission ST Permanent Target: 1 of your 'Genin' Ninjas Effect: The name of the target is considered to be the same as 'Shooting Star'. When this card's effect is applied, put a Ninja Blade coin symbolizing 'Shooting Star' on the target. When this card is removed aft Manji Battle Formation M041 set1 m041 Earth 3 1 0 Mission C Target: 1 of your Ninjas Effect: The target cannot receive any Damage during this turn, even if you lose the Battle (including both a Defeat and a Complete Defeat). Revival M042 set1 m042 Earth 4 1 0 Mission U Target: 1 Ninja in your Discard Pile Effect: Move the target back to the top of your Deck. Naruto Uzumaki N001 set1 n001 Lightning 0 0 0 Ninja Leaf Genin Male 1/1 3/1 Ninjutsu C Sasuke Uchiha N002 set1 n002 Fire 0 0 0 Ninja Leaf Genin Male 3/1 0/0 Flame U Sakura Haruno N003 set1 n003 Wind 0 0 0 Ninja Leaf Genin Female 1/1 0/1 Weapon U Ino Yamanaka N004 set1 n004 Earth 0 0 0 Ninja Leaf Genin Female 0/1 0/1 Mind C <> When this Ninja is Battling against your opponent's 'Female' Ninja, this Ninja gets +1/+1 during the turn. Shikamaru Nara N005 set1 n005 Earth 0 0 1 Ninja Leaf Genin Male 0/2 0/1 Shadow C <> Valid: This Ninja cannot be sent out to Battle by itself. Choji Akimichi N006 set1 n006 Earth 0 0 1 Ninja Leaf Genin Male 2/1 0/0 Food C <> When this Ninja is sent out to Attack, it gets +1/+0 during the turn. Konohamaru N007 set1 n007 Lightning 0 0 0 Ninja Leaf Ninja Academy Student Male 0/0 1/1 Ninjutsu C <> Valid: All the Ninjas in your hand which are 'Jonin' or higher Rank get -1 Entrance cost. Iruka Umino N008 set1 n008 Lightning 2 0 0 Ninja Leaf Chunin Male 3/1 1/1 Ninjutsu C <> Valid: When the Head Ninja of this Ninja's Team is 'Genin' and is sent out to Battle, this Ninja gets +0/+1 during the turn. Mizuki N009 set1 n009 Wind 2 0 0 Ninja Leaf Chunin Male 3/1 2/1 Weapon C Ebisu N010 set1 n010 Wind 3 0 0 Ninja Leaf Special Jonin Male 4/2 2/2 Ninjutsu C Kakashi Hatake N011 set1 n011 Fire 4 0 0 Ninja Leaf Jonin Male Sharingan Eye 5/3 3/2 Genjutsu U Asuma Sarutobi N012 set1 n012 Earth 3 0 0 Ninja Leaf Jonin Male 5/2 3/1 Weapon C <> When you have more Battle Rewards than your opponent, a Team which includes this Ninja cannot be sent out to Battle. The Third Hokage N013 set1 n013 Fire 6 1 0 Ninja Leaf Satoosa Male 6/4 4/2 Ninjutsu U <> At the beginning of your turn, you may discard 1 card in your Chakra area to heal 1 of your injured Ninjas. The Demon Brothers Gouzu N014 set1 n014 Water 2 0 0 Ninja Mist Rogue Ninja (Chunin) Male 3/2 1/1 Weapon C The Demon Brothers Meizu N015 set1 n015 Water 2 0 0 Ninja Mist Rogue Ninja (Chunin) Male 3/2 1/1 Weapon C ?? Haku N016 set1 n016 Water 0 0 0 Ninja Mist Ninja Hunter Male 1/1 1/1 Weapon ST Haku N017 set1 n017 Water 3 0 0 Ninja Mist Rogue Ninja Male 4/2 3/1 Weapon U Zabuza Momochi N018 set1 n018 Water 4 0 0 Ninja Mist Rogue Ninja (Jonin) Male 5/1 4/1 Mist C Naruto Uzumaki N019 set1 n019 Lightning 1 0 1 Ninja Leaf Genin Male Clones Status 1/1 3/1 Ninjutsu SR <> Valid: When this Ninja receives any Damage, flip a Ninja Blade coin; if it's heads, reduce the Damage by 1. Sasuke Uchiha N020 set1 n020 Fire 1 0 0 Ninja Leaf Genin Male Sharingan Eye 4/1 1/1 Weapon SR <> This Ninja cannot be sent out to Battle in the same Team as 'Genin' or lower Rank Ninjas. Sakura Haruno N021 set1 n021 Wind 1 0 1 Ninja Leaf Genin Female 0/1 0/1 Weapon SR <> When this Ninja is sent out to Battle in the same Team as a Ninja with both 'Genin' and 'Male', this Ninja gets +0/+1 during the turn. Iruka Umino N022 set1 n022 Lightning 2 0 1 Ninja Leaf Chunin Male 3/1 1/1 Ninjutsu R <> Valid: When the Head Ninja of this Ninja's Team receives any Damage, you can reduce the Damage by 1.Then, Give 1 Damage to this Ninja. Kakashi Hatake N023 set1 n023 Fire 5 1 0 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu R <> When your opponent's Ninja Battling against this Ninja gets additional Combat by the effects of Jutsu cards, this Ninja also receives the same amount of additional Combat during this turn. Zabuza Momochi N024 set1 n024 Water 5 1 0 Ninja Mist Rogue Ninja (Jonin) Male 6/2 4/1 Mist R <> When this Ninja is the Head Ninja, discard all Ninjas that received Damage from this Ninja's Team. Naruto Uzumaki N025 set1 n025 Lightning 0 0 0 Ninja Leaf Genin Male 1/1 0/0 Ninjutsu C <> Valid: When this Ninja is in injured status and is sent out to Battle by itself, it gets +X/+0 during the turn. X = the number of cards in your hand. Sasuke Uchiha N026 set1 n026 Fire 1 0 0 Ninja Leaf Genin Male Sharingan Eye 3/1 1/1 Flame C <> This Ninja cannot be the target of your opponent's Jutsu cards which require 2 or less Jutsu costs (specific symbols are counted as 1 as well). Sakura Haruno N027 set1 n027 Wind 0 0 0 Ninja Leaf Genin Female 0/1 0/1 Weapon C <> When this Ninja is sent out to Battle while you have 1 or less cards in your Chakra area, you can send 1 card from the top of your Deck to your Chakra area. Kiba Inuzuka N028 set1 n028 Fire 0 0 0 Ninja Leaf Genin Male 2/1 0/0 Fang C <> Valid: When this Ninja is sent out to Battle with an 'Animal' Ninja in the same Team, this Ninja gets +1/+1 during the turn. Shino Aburame N029 set1 n029 Wind 0 0 0 Ninja Leaf Genin Male 2/1 0/0 Insect C Hinata Hyuga N030 set1 n030 Earth 0 0 0 Ninja Leaf Genin Female Byakugan 0/1 0/0 Taijutsu U <> At the beginning of your turn, you may discard 3 cards in your Chakra area. Then, heal 1 of your injured 'Genin' Ninjas. Rock Lee N031 set1 n031 Lightning 1 0 0 Ninja Leaf Genin Male 3/1 2/1 Taijutsu C <> Valid: This Ninja cannot be the user of a Jutsu card that requires specific symbols in its Jutsu cost. Tenten N032 set1 n032 Earth 1 0 Ninja Leaf Genin Female 2/1 1/1 Weapon C Neji Hyuga N033 set1 n033 Earth 2 0 Ninja Leaf Genin Male Byakugan 3/1 3/1 Taijutsu C Konohamaru N034 set1 n034 Lightning 0 0 Ninja Leaf Ninja Academy Student Male 0/0 1/1 Ninjutsu C <> Valid: When this Ninja's Team wins a Victory or Outstanding Victory in Battle, draw 1 card. Kaede Ureshino N035 set1 n035 Wind 0 0 Ninja Leaf Ninja Academy Student Female 0/0 0/0 Ninjutsu C <> Valid: When this Ninja is put in play, draw 1 card. When this Ninja is removed from your Village or Battlefield (except when sending out or returning Teams), discard 1 of the cards in your hand. Akamaru N036 set1 n036 Fire 1 0 Ninja Leaf Ninja Dog Animal 0/1 0/0 Fang C <> Valid: When you have 'Kiba Inuzuka' in play, this Ninja is not included in the '1 Ninja card per turn' restriction. This Ninja cannot be sent out to Battle by itself. Kakashi Hatake N037 set1 n037 Fire 5 1 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu U <> All Ninjas with both 'Leaf' and 'Genin' in this Ninja's Team get +0/+1 during the turn they are sent out to Battle . Kurenai Yuhi N038 set1 n038 Wind 4 0 Ninja Leaf Jonin Female 4/3 2/3 Genjutsu U Might Guy N039 set1 n039 Lightning 5 1 Ninja Leaf Jonin Male 6/1 5/1 Taijutsu U <> When the Head Ninja of this Ninja's Team is a 'Genin' with a 'Taijutsu' Combat Attribute, this Ninja gets +0/+4 during the turn. Zabuza Momochi N040 set1 n040 Water 5 1 Ninja Mist Rogue Ninja (Jonin) Male 5/2 4/1 Mist U <> When this Ninja is in Battle, all Ninjas in this Ninja's Team and all Ninjas Battling against the Team get -1/-1. Ninjas with a 'Mist' Combat Attribute can negate this effect. Rock Lee N041 set1 n041 Lightning 1 0 Ninja Leaf Genin Male 0/0 #DIV/0! Taijutsu R <> When this Ninja is sent out to Battle as a Head Ninja, put a Ninja Blade coin symbolizing +1/+0 on it at the end of the turn. Neji Hyuga N042 set1 n042 Earth 2 0 Ninja Leaf Genin Male Byakugan 3/1 3/1 Taijutsu ST <> You may place 1 Ninja Blade coin (symbolizing a 'Tenketsu coin') on each Ninja that received Damage from this Ninja's Team. Valid: Ninjas with a 'Tenketsu coin' cannot be healed. Haku N043 set1 n043 Water 3 0 Ninja Mist Rogue Ninja Male 4/3 1/1 Ice SR <> Valid: Jutsu cards used by this Ninja cannot be negated. Inari C001 set2 c001 Lightning/Water 1 0 Client Land of Waves Male C Effect: If your opponent has won a total of 7 or more Battle Rewards, you may draw cards until you have 6 cards in your hand. Tazuna C002 set2 c002 Earth/Water 1 0 Client Land of Waves Master Male C Effect: If your opponent wins more than 3 Battle Rewards in a turn, discard the Battle Rewards so they win only 3 Battle Rewards. Gato C003 set2 c003 Fire/Water 1 0 Client Land of Waves President Male C Effect: If you win 3 or more Battle Rewards in a turn, discard 1 of your opponent's Battle Rewards. Madam Shijimi C004 set2 c004 Fire/Wind 1 0 Client Land of Fire Feudal Lord's Wife Female C Effect: If you win 3 or more Battle Rewards in a turn, draw 1 card. Zori C005 set2 c005 Fire/Lightning 1 0 Client Land of Waves Samurai Male C Effect: If you win 3 or more Battle Rewards in a turn, give 1 Damage to 1 of your opponent's Ninjas. Waraji C006 set2 c006 Earth/Fire 1 0 Client Land of Waves Samurai Male C Effect: If you win 3 or more Battle Rewards in a turn, give 1 Damage to 1 of your opponent's Ninjas. Shadow of the Dancing Leaf J043 set2 j043 Lightning 2 Jutsu U Target: 1 Ninja Battling against the user Effect: The target cannot add additional Power during this turn. Windmill J044 set2 j044 Lightning L 1 Jutsu C Target: 1 Jutsu card being played Effect: When the target is played and moved to the Chakra area, it is immediately moved back to its original owner's hand. Leaf Instant Move Jutsu J045 set2 j045 Lightning L L Jutsu C Target: 1 of your Stand-By Ninjas Effect: Place the target as a Back Ninja in the user's Team. The number of Ninjas in the Team must be 2 when the target is placed. Genjutsu J046 set2 j046 Lightning L 1 Jutsu C Requirements: 'Chunin' or higher Rank Target: 1 of your opponent's 'Genin' Ninjas Effect: Move the target back to its original owner's hand. However, your opponent can negate this effect by discarding 1 card from their hand. Evil Illusion: Misleading Jutsu J047 set2 j047 Fire 2 Jutsu U Requirements: 'Proctor' Target: All Teams with 0 or less Team Mental Power Effect: The target's Ninjas become Stand-By Ninjas. Sharingan Eye J048 set2 j048 Fire F 1 Jutsu R Requirements: 'Sharingan Eye' Target: 1 Jutsu card being played whose target is 'User' Effect: Negate the target. Then, apply the target's effect to the user of this Jutsu card. Shadow Clone Jutsu J049 set2 j049 Fire F 2 Jutsu U Target: User Effect: The target gets +X/+0 and 'Clone status' during this turn. X = the number of your opponent's in-play Ninjas. Ninja Info Card J050 set2 j050 Water 1 Jutsu C Target: User Effect: The target gets 'Mental Power' +2 during this turn. Senbon J051 set2 j051 Water W Jutsu R Target: 1 Ninja Effect: The target gets +1/+1 during this turn. OR, heal the target. Slicing Sound Wave J052 set2 j052 Water W Jutsu U Requirements: 'Sound' Combat Attribute Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin for each target; if it's heads, remove the target from the Team. The removed target becomes a Stand-By Ninja. Sonic Fang J053 set2 j053 Water 2 Jutsu R Requirements: 'Sound' Combat Attribute Target: 1 Ninja Battling against the user Effect: The target gets -3/-3 during this turn. Wind Scythe Jutsu J054 set2 j054 Wind N Jutsu R Target: 1 Jutsu card being played by your opponent Effect: Negate the target and move it to your opponent's Chakra area. However, your opponent can negate this effect by discarding 2 cards in their Chakra area. Puppet Master Jutsu J055 set2 j055 Wind N E Jutsu U Requirements: 'Manipulation' Combat Attribute Effect: Search for 1 'Puppet' Ninja of your choice in your Deck and place it as a Back Ninja in the user's Team. Then, shuffle your Deck. The number of Ninjas in the Team must be 2 when the target is placed. The Third Eye J056 set2 j056 Wind N Jutsu C Requirements: 'Sand' Combat Attribute Target: User Effect: The target gets 'Mental Power' +X during this turn. X = the number of cards in your opponent's hand. Sand Shield J057 set2 j057 Wind N N Jutsu SR Requirements: 'Sand' Combat Attribute Target: User Effect: The target cannot receive any Damage during this turn. Stone Bullet J058 set2 j058 Earth E Jutsu U Target: 1 healthy Ninja Effect: Apply the target's injured status Combat value during this turn. Makibishi Spikes J059 set2 j059 Earth E Jutsu C Target: Every Ninja Battling against the user Effect: The target gets +0/-1 during this turn. Cheating J060 set2 j060 Earth E E Jutsu R Requirements: 1 Ninja with 'Mental Power' of 1 or more Target: User's Team and the Team Battling against the user Effect: The target performs a Mental Power Battle during this turn. Shadow Clone Jutsu J061 set2 j061 Lightning L Jutsu U Target: 1 Ninja in your Chakra area with the same name as the user Effect: Place the target as the Head Ninja in the user's Team. The target can be put in play even if there is a Ninja with the same name in your Village. Discard the target at the end of t Curse Sealing J062 set2 j062 Fire F 1 Jutsu U Requirements: 'Jonin' or higher Rank Target: 1 of your opponent's Ninjas Effect: The target's effect is negated during this turn. Sharingan Eye J063 set2 j063 Fire F 1 Jutsu U Requirements: 'Sharingan Eye' Target: 1 Ninja Battling against the user Effect: The user gets the same effect text as the target during this turn. Giant Shuriken J064 set2 j064 Wind N 1 Jutsu U Target: (1) User's Team (2) Every Back Ninja Battling against the user Effect: If target (1) wins a Victory (excluding an Outstanding Victory) during this turn, give 1 Damage to target (2). Smoke Pellet J065 set2 j065 Earth E E Jutsu R Target: Every Team Effect: The target skips the Showdown this turn. Disguise Jutsu J066 set2 j066 Earth E 1 Jutsu U Target: Every Ninja in the user's Team Effect: The target cannot be the target of your opponent's Jutsu cards during this turn. Paper Bomb J067 set2 j067 Lightning L 1 1 Jutsu U Target: 1 Ninja Battling against the user Effect: If the target does not become the user of a Jutsu card during this turn, the target receives 1 Damage at the end of the Exchange of Jutsu. Chakra Concentration J068 set2 j068 Lightning L 1 1 Jutsu C Target: (1) 1 Jutsu card in your Chakra area (2) User Effect: Discard target (1) and pay its Jutsu cost. Then, apply the effect of target (1) to target (2). However, the 'Requirements' and 'Target' of target (1) must be applicable. Paralysis Jutsu J069 set2 j069 Lightning L 1 1 Jutsu C Requirements: 'Anbu' or 'Special Jonin' or higher Rank Target: Every 'Chunin' and lower Rank Ninja in a Team Effect: The target's Power cannot be added to the Team Power during this turn. String Control Jutsu J070 set2 j070 Fire F 1 Jutsu C Target: (1) User (2) 1 of your Teams being sent out to Battle Effect: Place target (1) as a Back Ninja in target (2). Fire Style: Phoenix Flower Jutsu J071 set2 j071 Fire F F F 1 Jutsu R Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin for each target; if it's heads, give 1 Damage to the Ninja. Sharingan Windmill Triple Attack J072 set2 j072 Fire F 1 Jutsu C Requirements: 'Sharingan Eye' Target: 1 Team Battling against the user Effect: When the user's Team wins a Victory or Outstanding Victory during this turn, you can change the order of the target's Ninjas as you desire before Damage is applied. Fire Style: Dragon Flame Jutsu J073 set2 j073 Fire F F F 1 Jutsu SR Requirements: 'Sharingan Eye' Target: 1 of the Ninjas Battling against the user Effect: Give 2 Damage to the target. However, when the target is 'Jonin' or higher Rank, give 1 Damage. Summoning Jutsu J074 set2 j074 Water W W 1 Jutsu C Requirements: 'Jonin' or higher Rank Effect: Search for 1 'Snake' Ninja of your choice in your Deck and place it as the Head Ninja in the user's Team. Then, shuffle your Deck. Senbon Rainstorm J075 set2 j075 Water W W 1 Jutsu U Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin twice; if you get heads at least once, give 1 Damage to the target. Striking Shadow Snake J076 set2 j076 Water W 1 1 Jutsu R Requirements: Attacker's Ninja Target: 1 of your opponent's Stand-By Ninjas Effect: Place the target as the Head Ninja in the Team Battling against the user. (If the user is a Non-Battling Ninja, the target becomes a new Team of 1 Ninja.) Twin Snake Sacrifice Jutsu J077 set2 j077 Water W 1 1 Jutsu C Requirements: 'Special Jonin' or higher Rank Target: User and 1 Ninja Battling against the user Effect: Discard the target. Sand Coffin J078 set2 j078 Wind N N 1 Jutsu U Requirements: 'Sand' Combat Attribute Target: 1 Ninja Battling against the user Effect: Injure the target. OR, the Power of the target becomes 0/0 during this turn. Wind Style: Great Breakthrough J079 set2 j079 Wind N N N 1 1 Jutsu R Requirements: 'Jonin' or higher Rank Target: Every Ninja Effect: Move the target back to its original owner's hand. Endless Path Jutsu J080 set2 j080 Wind N 1 Jutsu C Requirements: 'Genjutsu' Combat Attribute Target: 1 of your opponent's Non-Battling Teams Effect: The target cannot win any Battle Rewards during this turn. Misty Follower Jutsu J081 set2 j081 Wind N N 1 Jutsu C Requirements: 'Genjutsu' Combat Attribute Target: 1 of your Ninjas Effect: Place a Ninja Blade coin symbolizing a 'Mist' coin on the target. The target gets 'Clone status' as long as it has a 'Mist' coin on it. In addition, the target can reduce its Dama Face Stealing Jutsu J082 set2 j082 Earth E 1 1 Jutsu U Target: User Effect: Select 1 of your Ninjas in your hand and send it to your Chakra area. The target's Power is changed to the same value as the selected Ninja during this turn. Formation Ino-Shika-Cho J083 set2 j083 Earth E 1 1 Jutsu U Requirements: 'Ino Yamanaka' or 'Shikamaru Nara' or 'Choji Akimichi' Target: Every Ninja in the user's Team Effect: The target can use Jutsu cards with 'Requirements: 'Mind' Combat Attribute', 'Requirements: 'Shadow' Combat Attribute', and 'Requirements: Curse Mark Jutsu J084 set2 j084 Earth W E 1 Jutsu U Requirements: 'Orochimaru' Target: 1 Ninja Battling against the user Effect: Make the target your Battle Reward. However, your opponent can negate this effect by discarding 2 of their Battle Rewards to their original owner's Discard Pile. Combat in Extreme Conditions M043 set2 m043 Lightning 1 1 1 Mission U Effect: Move your Turn Marker up by 1. You cannot move the Turn Marker up during your End Phase of the turn you apply this effect. Mission Refusal M044 set2 m044 Lightning 2 1 1 Mission C Target: 1 Client Effect: Discard the target. Broken Seal M045 set2 m045 Lightning 2 1 1 Mission R Permanent Effect: You can discard 3 cards in your Chakra area at the beginning of your turn. Then, draw 1 card. Preliminary Examination M046 set2 m046 Fire 2 1 1 Mission C Permanent Effect: All 'Genin' Ninjas can neither be included in any Teams nor be sent out to Battle during the turn they are put in play. Stay Out of This! M047 set2 m047 Fire 3 1 1 Mission U Counter Target: 1 Ninja of 'Chunin' or higher Rank being deployed Effect: Move the target back to its original owner's hand. Your opponent cannot deploy a Ninja with the same name as the target during this turn. Examination Rule M048 set2 m048 Fire 3 1 1 Mission C Permanent Effect: All Teams of only 1 'Chunin' or lower Rank Ninja cannot win any Battle Rewards. Surprise Attack M049 set2 m049 Fire 4 1 1 Mission C Target: 1 Ninja with the Entrance cost X Effect: Discard X number of your Battle Rewards to the original owner's Discard Pile and injure the target. (The minimum value of X is 1.) A Tool Called 'Ninja' M050 set2 m050 Water 0 1 1 Mission C Target: (1) 1 of your in-play Ninjas (2) 1 of your injured Ninjas, except (1) Effect: Send target (1) to your Chakra area to heal target (2). Appearance of Unknown Rivals M051 set2 m051 Water 2 1 1 Mission R Permanent (3) Effect: Draw 1 card every time your opponent deploys a Ninja. This effect cannot be duplicated. The End of the Demon M052 set2 m052 Water 4 1 1 Mission SR Target: (1) 1 of your 'Chunin' or higher Rank Ninjas with a 'Water' symbol (2) 1 of your opponent's Ninjas or Clients Effect: Discard targets (1) and (2). Written Test M053 set2 m053 Wind 1 1 1 Mission U Effect: All Teams perform a Mental Power Battle during this turn. Cheating Prevention M054 set2 m054 Wind 3 1 1 Mission U Effect: Teams with 2 or less Team Mental Power cannot be sent out to Battle during this turn. Sharp Words M055 set2 m055 Wind 3 1 1 Mission C Permanent (3) Effect: The Attacker may only send out X Teams. X = the number of Nija Blade coins on this card. Pass Permit M056 set2 m056 Wind 4 1 1 Mission U Target: 1 of your Ninjas Effect: The target's Team cannot be blocked by a Team which includes a Ninja with a symbol different from the target. Forbidden Technique M057 set2 m057 Earth 2 1 1 Mission C Effect: Select 1 symbol. Jutsu cards with the selected symbol cannot be used during this turn. Broken Heart M058 set2 m058 Earth 3 1 1 Mission C Target: Both players' in-play 'Permanent' Mission cards Effect: Send the target to their original owner's Chakra area. First Chunin Exam M059 set2 m059 Earth 3 1 1 Mission R Permanent (2) Effect: All Teams perform a Mental Power Battle. Dreadful Scars M060 set2 m060 Earth 3 1 1 Mission C Permanent (2) Effect: All Ninjas are deployed in injured status. Konohamaru Ninja Squad Appears! M061 set2 m061 Earth 1 1 1 Mission C Permanent Effect: All 'Ninja Academy Students' Ninjas get +0/+1. No lunch M062 set2 m062 Lightning 2 1 1 Mission U Permanent (1) Effect: Neither player can draw cards during their Start Phase. All Nine Rookies Face Off M063 set2 m063 Fire 2 1 1 Mission U Effect: You may deploy an additional Ninja this turn if you have fewer in-play Ninjas than your opponent after deploying 1 Ninja. Survival Exercise M064 set2 m064 Fire 4 1 1 Mission U Effect: Both players move 1 'Genin' Ninja of their choice to the bottom of its original owner's Deck for every 3 'Genin' Ninjas in their Village. Picking Empty Cans M065 set2 m065 Wind 2 1 1 Mission C Target: 1 Ninja in your Discard Pile Effect: Send the target to your Chakra area. Weeding M066 set2 m066 Earth 1 1 1 Mission C Effect: Each player sends 1 or 2 cards (their choice) from the top of their Deck to their original owner's Chakra area. Heaven Scroll M067 set2 m067 Lightning 3 1 1 Mission C Permanent Effect: You can discard this card and your 'Earth Scroll' Mission card at the beginning of your turn (both cards must be in play when you discard them). Then, get 2 Battle Rewards. Beyond the Goal M068 set2 m068 Lightning 0 1 0 Mission C Target: All your Ninjas Effect: When the target's Team wins a Battle Reward during this turn, heal all the Ninjas in the Team. Sweet Tooth M069 set2 m069 Lightning 3 1 0 Mission C Permanent Effect: You may discard 2 cards in your Chakra area with the same symbol at the beginning of your turn. Then, your opponent discards 1 card in their hand at random and draws 1 card. Here Comes Second Test Proctor Anko Mitarashi! M070 set2 m070 Lightning 4 1 0 Mission R Effect: Both players charge all cards in their hand to their Chakra area and then draw cards until they have 3 cards in their hand. Curse Mark Out of Control M071 set2 m071 Fire 3 1 0 Mission R Permanent (3) Target: 1 Ninja Effect: The target gets +1/+1. The target's Team cannot win any Battle Rewards. When this card is put in play, place a Ninja Blade coin symbolizing this effect on the target. Revive, Sharingan! M072 set2 m072 Fire 0 1 0 Mission C Effect: Discard all cards in your hand (unless there are none). Then, search for 1 Ninja with 'Sharingan Eye' in your Deck and show it to your opponent. Then, place it in your hand and shuffle your Deck. Survival in the Forest of Death M073 set2 m073 Fire 3 1 0 Mission R Permanent (2) Effect: If a player sends out at least 1 Team to Battle, give 1 Damage to 1 of their Ninjas at the end of the turn. This effect cannot be duplicated. Striking a Deal M074 set2 m074 Water 1 1 0 Mission R Target: (1) X number of your Battle Rewards (2) X number of your Ninjas Effect: Discard target (1) to the original owner's Discard Pile and heal target (2). Observer M075 set2 m075 Water 2 1 0 Mission C Effect: Select 1 symbol. All cards in your Chakra area are considered to have the selected symbol in addition to their original symbols during this turn. Image of Death M076 set2 m076 Water 5 1 0 Mission C Counter Target: Every Ninja Effect: The target cannot be sent out to Battle during this turn. Ninja Poem Titled Ninja Opportunity M077 set2 m077 Wind 3 1 0 Mission C Counter Effect: Your opponent cannot include Ninjas with different symbols in the same Team during this turn. Lucky! M078 set2 m078 Wind 1 1 0 Mission C Target: 1 of your opponent's Battle Rewards Effect: Flip a Ninja Blade coin; if it's heads, discard the target. If it's tails, your opponent draws 1 card. The Fastest Ones M079 set2 m079 Wind 2 1 0 Mission R Permanent Effect: You win the game when you win a total of 9 Battle Rewards instead of 10. This effect cannot be applied to your opponent. This card cannot be played if you have 5 or more Battle Rewards. Sakura's Decision M080 set2 m080 Wind 2 1 0 Mission SR Target: 1 of your healthy 'Female' Ninjas Effect: Injure the target. Then, draw the same number of cards as the target's 'Mental Power'. Earth Scroll M081 set2 m081 Earth 3 1 0 Mission C Permanent Effect: You may discard this card and your 'Heaven Scroll' Mission card at the beginning of your turn (both cards must be in play when you discard them). Then, draw 2 cards. Securing Food M082 set2 m082 Earth 2 1 0 Mission C Permanent (1) Effect: No Ninjas can be sent out to Battle. Promise from the Past M083 set2 m083 Earth 2 1 0 Mission U Effect: Look at the top 5 cards of your Deck. If there are 1 or more 'Female' Ninjas among the cards, select 1 'Female' Ninja of your choice, show it to your opponentand and place it in your hand. Then, return the rest to your Deck and shuffle it. Starving M084 set2 m084 Earth 3 1 0 Mission C Permanent Effect: Both players give 1 Damage to 1 of their Ninjas if they have 2 or less cards in their hand at the end of their turn. This effect cannot be duplicated. The Third Hokage N044 set2 n044 Fire 6 1 0 Ninja Leaf Satoosa Male Mental Power: 3 6/4 4/2 Ninjutsu SR <> When this Ninja is put in play, both players must discard in-play Ninjas until each player's total number of 'Genin' and no Rank Ninjas is 3 or less. Kabuto Yakushi N045 set2 n045 Water 1 0 0 Ninja Leaf Genin Male Mental Power: 2 1/1 0/0 Ninjutsu R <> When this Ninja is put in play, look at the top card of your Deck and return it to the top or bottom of your Deck. Naruto Uzumaki N046 set2 n046 Lightning 0 0 1 Ninja Leaf Genin Male Mental Power: -1 1/1 3/1 Ninjutsu C <> Valid: While there are no cards in your hand, this Ninja's Team and a Team Battling against this Ninja cannot perform a Mental Power Battle. Sasuke Uchiha N047 set2 n047 Fire 0 0 0 Ninja Leaf Genin Male Sharingan Eye 3/1 0/0 Flame U <> If the Blocker has 2 or more Teams, the Blocker must block this Ninja's Team, if possible. Sakura Haruno N048 set2 n048 Wind 0 0 0 Ninja Leaf Genin Female Mental Power: 3 0/1 0/0 Weapon C Izumo Kamizuki N049 set2 n049 Lightning 2 0 0 Ninja Leaf Chunin Male Proctor Mental Power: 1 3/1 2/1 Genjutsu C Kotetsu Hagane N050 set2 n050 Fire 2 0 0 Ninja Leaf Chunin Male Proctor Mental Power: 1 3/1 2/1 Genjutsu C Tonbo Tobitake N051 set2 n051 Earth 2 0 0 Ninja Leaf Chunin Male Proctor Mental Power: 1 3/1 2/1 Ninjutsu C Ibiki Morino N052 set2 n052 Earth 3 0 0 Ninja Leaf Special Jonin Male Proctor Mental Power: 1 3/2 2/1 Ninjutsu R <> While this Ninja is Battling against your opponent as the Attacker, this Ninja's Team and the opponent's Team perform a Mental Power Battle. Tortoise Ninja N053 set2 n053 Lightning 0 0 0 Ninja Leaf Tortoise Ninja 1/1 0/0 Ninjutsu C <> When this Ninja is put in play, you can move 1 Jutsu card with 'Requirements: 'Taijutsu' Combat Attribute' from your Chakra area to your hand. Crow N054 set2 n054 Earth 2 0 0 Ninja Puppet 3/3 2/2 Weapon U <> Valid: This Ninja cannot be sent out in a Team without a Ninja with a 'Manipulation' Combat Attribute. Dosu Kinuta N055 set2 n055 Water 1 0 0 Ninja Sound Genin Male 1/1 1/1 Sound R <> When this Ninja is the Head Ninja, your opponent's Head Ninja that just Battled against this Ninja receives 1 Damage after the Showdown. Zaku Abumi N056 set2 n056 Water 1 0 0 Ninja Sound Genin Male 2/1 1/1 Sound U <> When your opponent's Ninja with a 'Weapon' Combat Attribute is Battling against this Ninja, it gets -1/-1 during this turn. Kin Tsuchi N057 set2 n057 Water 0 0 0 Ninja Sound Genin Female Mental Power: 1 0/1 0/1 Sound C Gaara of the Desert N058 set2 n058 Wind 2 0 0 Ninja Sand Genin Male 4/1 2/1 Sand SR <> Valid: If this Ninja receives Damage, reduce the Damage by 1. Then, discard 1 of your in-play Ninjas (except this Ninja). Kankuro N059 set2 n059 Wind 1 0 0 Ninja Sand Genin Male 1/1 0/0 Manipulation R <> Valid: 1 'Puppet' Ninja in this Ninja's Team is not inclded in the 3 Ninjas per Team limit. Temari N060 set2 n060 Wind 1 0 0 Ninja Sand Genin Female Mental Power: 1 0/2 0/0 Weapon R <> Each time 1 of your opponent's Ninjas is injured by a Jutsu card used by any NInja in this Ninja's Team including this Ninja or by the effect of any Ninja in this Ninja's Team, your opponent must select 1 of the cards in their hand and Naruto Uzumaki N061 set2 n061 Lightning 1 0 0 Ninja Leaf Genin Male Clone status 0/0 3/1 Ninjutsu R <> Valid: If this Ninja is blocked when it Attacks, it gets +2/+0 during this turn. Sasuke Uchiha N062 set2 n062 Fire 0 0 0 Ninja Leaf Genin Male Sharingan Eye 3/1 0/0 Flame R <> Valid: When this Ninja is Battling against a Team of only 'Genin' Ninjas, it gets +1/+0 during this turn. When this Ninja is Battling against a Team which includes 'Jonin' or higher Rank Ninjas, it gets -1/+0 during this turn. Iruka Umino N063 set2 n063 Lightning 2 0 0 Ninja Leaf Chunin Male Mental Power: 1 3/1 1/1 Weapon R <> When this Ninja is put in play, you can heal 1 of your injured Ninjas. Kakashi Hatake N064 set2 n064 Fire 5 1 0 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu SR <> Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, you win 1 Battle Reward. When it is Defeated or Completely Defeated, your opponent wins 1 Battle Reward. Moegi N065 set2 n065 Wind 0 0 0 Ninja Leaf Ninja Academy Student Female 0/0 0/0 Ninjutsu C <> When this Ninja is put in play, show the top card of your Deck to your opponent. If it is a Ninja, place it in your hand. Udon N066 set2 n066 Earth 0 0 0 Ninja Leaf Ninja Academy Student Male Mental Power: 1 0/0 0/0 Ninjutsu C <> When this Ninja is put in play, show the top card of your Deck to your opponent. If it is a Jutsu card, place it in your hand. Naruto Uzumaki N067 set2 n067 Lightning 0 0 0 Ninja Leaf Genin Male Clone status 0/0 3/1 Ninjutsu U <> This Ninja can be treated as Chakra with 2 'Lightning' symbols when placed in your Chakra area. Sasuke Uchiha N068 set2 n068 Fire 2 0 0 Ninja Leaf Genin Male Sharingan Eye 3/1 1/1 Flame R <> During the Exchange of Jutsu, you can move 1 of your Battle Rewards to its original owner's Chakra area. Then, this Ninja gets +2/+0 during this turn. Sakura Haruno N069 set2 n069 Wind 1 0 0 Ninja Leaf Genin Female Mental Power: 3 0/1 0/1 Weapon U <> You can injure this Ninja during the Exchange of Jutsu to give it +2/+2 during this turn. Ino Yamanaka N070 set2 n070 Earth 0 0 0 Ninja Leaf Genin Female Mental Power: 1 0/1 0/1 Mind U <> Valid: This Ninja gets +1/+1 while 'Shikamaru Nara' and 'Choji Akimichi' are in this Ninja's Team. Shikamaru Nara N071 set2 n071 Earth 0 0 0 Ninja Leaf Genin Male Mental Power: 4 0/1 0/0 Shadow U <> Valid: This Ninja gets +0/+2 while 'Ino Yamanaka' and 'Choji Akimichi' are in this Ninja's Team. Choji Akimichi N072 set2 n072 Earth 0 0 0 Ninja Leaf Genin Male 2/1 0/0 Food U <> Valid: This Ninja gets +2/+0 while 'Ino Yamanaka' and 'Shikamaru Nara' are in this Ninja's Team. Iwashi Tatami N073 set2 n073 Lightning 2 0 0 Ninja Leaf Chunin Male Proctor Mental Power: 1 3/1 1/1 Ninjutsu C <> Every time your opponent gets a Battle Reward, you can see the Battle Reward before it is placed in their Battle Reward area. Mozuku N074 set2 n074 Fire 2 0 Ninja Leaf Chunin Male Proctor Mental Power: 1 3/1 1/1 Ninjutsu C <> When this Ninja is put in play, move 1 of your cards in your Discard Pile to your Chakra area. Giant Snake N075 set2 n075 Water 3 0 Ninja Sound Snake 4/1 0/0 Snake U <> Valid: This Ninja cannot be the user of a Jutsu card. Valid: When this Ninja is discarded after being in play, it is sent to the bottom of your Deck instead of the Discard Pile. Shigure N076 set2 n076 Water 0 0 Ninja Rain Genin Male 2/1 0/0 Weapon C Baiu N077 set2 n077 Water 0 0 Ninja Rain Genin Male 2/1 1/1 Weapon C Midare N078 set2 n078 Water 0 0 Ninja Rain Genin Male Mental Power: 1 0/1 0/1 Weapon C Oboro N079 set2 n079 Wind 0 0 Ninja Rain Genin Male 1/1 0/0 Genjutsu C <> When this Ninja is the Head Ninja, the Back Ninjas of its Team cannot receive any Damage in the Showdown. Kagari N080 set2 n080 Wind 0 0 Ninja Rain Genin Male 0/1 0/0 Genjutsu C <> When this Ninja is a Back Ninja and the Head Ninja of its Team receives 2 Damage in the Showdown, reduce the Damage by 1. Mubi N081 set2 n081 Wind 0 0 Ninja Rain Genin Male 0/1 0/0 Genjutsu C <> When this Ninja is a Back Ninja and the Head Ninja of its Team receives 2 Damage in the Showdown, reduce the Damage by 1. Anbu N082 set2 n082 Fire 3 0 Ninja Leaf Anbu Male 4/2 2/1 Ninjutsu SR <> Valid: This Ninja can be put in play even if there is a Ninja with the same name in your Village. Anko Mitarashi N083 set2 n083 Lightning 3 0 Ninja Leaf Special Jonin Female Proctor Mental Power: 1 4/1 4/1 Ninjutsu SR <> When this Ninja becomes the user of a Jutsu card, 'Water' symbols of the Jutsu cost can be paid by 'Lightning' symbols instead. Orochimaru N084 set2 n084 Water 3 0 Ninja Sound Sannin Male Mental Power: 3 6/4 3/3 Snake SR <> Valid: Move this Ninja to the bottom of your Deck at the beginning of your turn. This effect cannot be negated. Genzo C008 set3 c008 Lightning/Wind 2 0 Client C Effect: If you win 2 or more Battle Rewards in a turn, look at the top card of your Deck. Then return it either to the top or bottom of your Deck. Kaji C009 set3 c009 Earth/Water 1 0 Client ST Effect: During your Mission Phase, you can move this Client to your Chakra area and then select 1 of your Ninjas. In that case, that Ninja cannot be blocked by a Team with 1 Ninja during this turn. Akane C010 set3 c010 Fire/Lightning 2 0 Client C Effect: When this Client is put in play, you can move 1 of your opponent's 'Ninja Dog' Ninjas to your Village, unless your Village already has a Ninja with the same name as the 'Ninja Dog' Ninja. Ageha C011 set3 c011 Earth/Wind 1 0 Client C Effect: If you charge 3 or more Chakras in a turn, draw 1 card at the end of the turn. Himatsu C012 set3 c012 Fire/Water 1 0 Client C Effect: If you win 3 or more Battle Rewards in a turn, move 1 of your discarded cards to your Chakra area. Shizuku C013 set3 c013 Lightning/Water 1 0 Client C Effect: If you win 2 or more Battle Rewards in a turn, move 1 of your discarded cards to the bottom of your Deck. Lord of the Land of Wind C014 set3 c014 Earth/Wind 3 0 Client ST Effect: Every 'Sand' Ninja in your hand gets 'Growth.' Naruto Uzumaki Barrage J085 set3 j085 Lightning L X Jutsu SR Requirements: 'Naruto Uzumaki' + 'Clone status' Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin X times. Count the number of times you get heads and give the same number of Damage to the target. Primary Lotus J086 set3 j086 Lightning 4 Jutsu R Requirements: 'Rock Lee' Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin. If it's heads, discard the target. The Eight Inner Gates J087 set3 j087 Lightning 3 Jutsu SR Requirements: 'Rock Lee' Target: User Effect: The original value of the target's Combat is tripled during this turn. The target receives 1 Damage at the end of the Showdown. Food Pills J088 set3 j088 Lightning 2 Jutsu C Target: 1 of your Ninjas Effect: The target gets +2/+2 during this turn and the next turn. Ninja Art of Beast Mimicry: Man Beast Clone J089 set3 j089 Fire F Jutsu C Requirements: 'Fang' Combat Attribute Target: Every Ninja in the user's Team Effect: The target gets 'Animal' during this turn. Fang over Fang J090 set3 j090 Fire F F Jutsu U Requirements: 'Fang' Combat Attribute Target: Every 'Animal' Ninja in the user's Team Effect: Discard the top 2 cards of your opponent's Deck for each target. Lions Barrage J091 set3 j091 Fire F F Jutsu SR Requirements: 'Sharingan Eye' Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin 4 times. Give Damage to the target equal to the number of heads you get, -1. Five-Pronged Seal J092 set3 j092 Fire L F W N E Jutsu R Target: 1 of your opponent's Ninjas Effect: Return the target and all the cards in your opponent's hand to their original owner's Deck(s) and shuffle. Shadow Senbon J093 set3 j093 Water W Jutsu C Target: 1 Ninja Effect: The target gets +1/+1 during this turn or gets + 1 'Mental Power.' Sound of Bells J094 set3 j094 Water W Jutsu U Target: 1 Ninja Effect: Flip a Ninja Blade coin. If it's heads, the target gets -2 'Mental Power' during this turn. If it's tails, the target gets -1 'Mental Power' during this turn. Chakra Absorption Jutsu J095 set3 j095 Water W Jutsu C Effect: Select and discard up to 2 of your opponent's Chakras. Deformable Body J096 set3 j096 Water X Jutsu U Target: 1 Ninja Battling against the user Effect: The target gets -X/-X during this turn. The maximum value of X is the larger of either the user's Combat or Support value. Fog Clone Jutsu J097 set3 j097 Wind N N Jutsu C Requirements: 'Genjutsu' Combat Attribute Target: All of your Battling Ninjas Effect: The target cannot be the target of your opponent's Jutsu cards during this turn. In addition, the target gets 'Clone status' during this turn. Earth Style: Underground Move Jutsu J098 set3 j098 Wind N Jutsu C Requirements: 'Genjutsu' Combat Attribute + 'Clone status' Target: 1 of your opponent's Back Ninjas Battling against the user Effect: Change the target to injured status. Sand Armor J099 set3 j099 Wind N Jutsu ST Requirements: 'Sand' Combat Attribute Target: User Effect: Place a Ninja Blade coin (symbolizing an Armor coin) on the target. A Ninja with 1 or more Armor coins can reduce its Damage by 1 by removing 1 Armor coin. Sand Burial J100 set3 j100 Wind N N Jutsu R Requirements: 'Sand' Combat Attribute Target: 1 injured Ninja Effect: Discard the target. Mind Transfer Jutsu J101 set3 j101 Earth N E Jutsu U Requirements: 'Mind' Combat Attribute Target: 1 Ninja Battling against the user Effect: Return the target to its original owner's hand. Human Boulder J102 set3 j102 Earth E Jutsu U Requirements: 'Food' Combat Attribute Target: User Effect: If the target's Team wins a Victory or an Outstanding Victory during this turn, discard 2 of your opponent's Battle Rewards. Gentle Fist J103 set3 j103 Earth E 1 Jutsu U Requirements: 'Byakugan' Target: User Effect: The target gets +2/+2 during this turn. In addition, if the target's Team wins a Victory or an Outstanding Victory, select 1 of the cards in your opponent's hand at random and discard it. Summoning Jutsu: Projectile Weapons J104 set3 j104 Earth 1 Jutsu C Effect: Search for any number of 'Kunai' Jutsu cards in your Deck and move them to your Chakra area. Then, shuffle your Deck. Rising Twin Dragons J105 set3 j105 Earth X Jutsu U Target: X number of 'Kunai' Jutsu cards in your Chakra area Effect: Return the target to its original owner's hand. X (the Jutsu cost) can only be paid by Chakras with the 'Earth' symbol. Lightning Blade J106 set3 j106 fire F F Jutsu ST Requirements: 'Kakashi Hatake' Target: 1 Ninja Effect: Flip a Ninja Blade coin. If it's heads, discard the target. If it's tails, give 1 Damage to the target. Silent Killing J107 set3 j107 Water W W W Jutsu U Requirements: 'Zabuza Momochi' Target: All of your opponent's healthy Ninjas Effect: Flip a Ninja Blade coin for each target. If it's heads, turn the Ninja to injured status. Byakugan J108 set3 j108 Earth E E X Jutsu U Requirements: 'Byakugan' Effect: Your opponent discards X number of cards from their hand at random. The maximum value of X is 3. Summoning Jutsu J109 set3 j109 Lightning L L 1 Jutsu R Requirements: 'Oil' Combat Attribute Effect: Search for 1 'Ninja Toad' Ninja in your Deck and place it in any position in the user's Team. (The Entrance cost of the Ninja has to be equal or less than your Turn Marker.) Then, shuffle your Deck. Sexy Jutsu J110 set3 j110 Lightning L L 1 1 Jutsu R Requirements: 'Male' Target: 1 'Male' Ninja Battling against the user Effect: The user changes from 'Male' to 'Female' during the turn. Then, move the target to the back of the user's Team as a Back Ninja. Return the target to its original Team after the Hidden Lotus J111 set3 j111 Lightning 5 1 Jutsu SR Requirements: 'Rock Lee' Target: 1 Ninja Battling against the user Effect: Your opponent flips a Ninja Blade coin twice. If they get heads both times, this effect is negated. If not, discard the target. Dropping a Blackboard Eraser J112 set3 j112 Fire 1 1 Jutsu C Effect: Discard the top card of your opponent's Deck. A Thousand Years of Death J113 set3 j113 Fire 1 1 Jutsu C Target: 1 injured Ninja Effect: The target's Power becomes 0/0 during this turn. Crescent Moon Dance J114 set3 j114 Fire F 2 1 Jutsu R Requirements: 'Special Jonin' or higher Rank Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin 3 times. If you get heads once, the target gets -2/-2 during this turn. If you get heads 2 or more times, give 1 Damage to the target . Walking on Water Training J115 set3 j115 Water W 1 Jutsu U Effect: Select 1 symbol. Search for 1 card with the selected symbol in your Deck and move it to your Chakra area. Then, shuffle your Deck. Sound Reflecting Speaker J116 set3 j116 Water W W 1 Jutsu U Target: User Effect: The target's Combat Attribute is changed to 'Sound' during this turn. In addition, the target gets the following text during this turn: 'If the target's Team is Defeated or Completely Defeated, give 1 Damage to the Head Ninja that ju Water Cutting Blade J117 set3 j117 Water W 1 1 Jutsu C Requirements: Ninja with the 'Water' symbol Target: User Effect: The target gets +X/+0 during the turn. X = the target's original 'Injured Status' Combat. Water Wall J118 set3 j118 Water W W 1 Jutsu C Target: 1 Jutsu card with the 'Fire' symbol being played Effect: Negate and discard the target. Water Whip J119 set3 j119 Water W 2 1 Jutsu C Effect: Select 1 card in your opponent's hand at random and discard it. Hero's Water J120 set3 j120 Water W W 1 1 Jutsu R Target: User Effect: The target gets +5/+5 during the turn. If the target is not a 'Satoosa' or higher Rank Ninja, discard it at the end of this turn. Carrier Kite J121 set3 j121 Wind 1 1 Jutsu C Target: 1 of your Ninjas Effect: Return the target to its original owner's hand. Cliff-Climbing Training J122 set3 j122 Wind N 1 Jutsu C Effect: Flip a Ninja Blade coin. If it's heads, draw 2 cards. If it's tails, draw 1 card. Then, move the same number of cards that you drew to your Chakra area. Wind Blade J123 set3 j123 Wind N N N 1 Jutsu ST Target: 1 Ninja Effect: Give 1 Damage to the target. This Jutsu card cannot be negated. Earth Style Jutsu J124 set3 j124 Earth E 1 Jutsu C Target: Your opponent's Battle Rewards Effect: Search for 1 Mission card in the target and send it to its original owner's Discard Pile. Attack against Weak Spots J125 set3 j125 Earth E 1 1 Jutsu U Target: 1 Ninja with a lower Entrance cost than the user Effect: The target's Power cannot be added to the Team Power during this turn. Five Pronged Seal Release J126 set3 j126 Earth L F W N E 1 Jutsu R Target: 5 of your opponent's Battle Rewards Effect: Return the target to its original owner's hand. Then, discard until you have 6 or less cards in your hand. Quick Wit M085 set3 m085 Lightning 2 1 1 Mission C << Control of Power>> Valid: During the Exchange of Jutsu, you can discard the top 2 cards of your Deck. In that case, this Ninja gets +1/+0 during the turn. This effect can be used up to 3 times per turn. The Opposites Rule M086 set3 m086 Lightning 3 1 1 Mission C <> While this Ninja is in your hand and neither player has any Battle Rewards, this Ninja gets +1 Entrance cost. Preliminaries to the Third Exam M087 set3 m087 Lightning 4 1 1 Mission R <> When this Ninja is sent out to Battle and opposed, you can discard 2 cards from your hand. In that case, this Ninja's Team and the Team Battling against it perform a Mental Power Battle during the turn. Great Ninja M088 set3 m088 Lightning 4 1 1 Mission R Target: 1 Ninja in your Chakra area Effect: Move the target to your Village. The target is discarded at the end of this turn. However, you cannot select a Ninja as target if another Ninja in your Village has the same name. Make-Out Violence M089 set3 m089 Fire 3 1 1 Mission U Target: 1 of your Ninjas Effect: Place X number of Ninja Blade coins symbolizing +1/+1 on the target. X = the number of 'Make-Out Paradise' Mission cards in your Chakra area. Copying Ability M090 set3 m090 Fire 2 1 1 Mission C Permanent Effect: You can add the following effect to your 'Sharingan Eye' Jutsu card: 'Effect: The user gets 1 of the characteristics of another of your in-play Ninjas during this turn.' Acute Sense of Smell M091 set3 m091 Fire 3 1 1 Mission C Permanent (2) Effect: Your opponent must play the game showing you all the cards in their hand. Tide of the Deadly Combat M092 set3 m092 Fire 5 1 1 Mission R Target: (1) Every healthy Ninja (2) Every injured Ninja Effect: Injure target (1). Heal target (2). Sacrifice M093 set3 m093 Water 1 1 1 Mission C Permanent Effect: Every Mission card in both players' hands gets +1 Entrance cost. Mischief of Darkness M094 set3 m094 Water 1 1 1 Mission U Permanent Effect: Every Mission card in both players' hands gets -1 Entrance cost. Forbidden Use M095 set3 m095 Water 3 1 1 Mission U Effect: Your opponent cannot use any Mission cards during the next turn. Spy of the Hidden Sound Village M096 set3 m096 Water 3 1 1 Mission R Effect: Draw 2 cards. While this card is in your Chakra area, the original owner of this card cannot deploy any Ninjas. Fateful Pairings M097 set3 m097 Wind 0 1 1 Mission C Effect: Both player shuffle their Decks. Situation Assessment M098 set3 m098 Wind 1 1 1 Mission R Permanent (2) Effect: All your Ninjas get +1 'Mental Power.' Chunin Exam Rule M099 set3 m099 Wind 2 1 1 Mission C Permanent Effect: Change the number of Battle Rewards required to win the game to 12. This card cannot be used if your opponent has 5 or more Battle Rewards. Electronic Scoreboard M100 set3 m100 Wind 3 1 1 Mission C Target: (1) 1 of your Ninjas (2) 1 of your opponent's Ninjas Effect: During this turn, if target (1) is sent out to Attack by itself, target (2) must block target (1), if possible. Important Advice M101 set3 m101 Earth 1 1 1 Mission C Permanent Effect: Every Ninja gets -1/-1. This effect cannot be duplicated. Ointment M102 set3 m102 Earth 2 1 1 Mission C Counter Target: 1 of your injured Ninjas Effect: Heal the target. Insightful Eye M103 set3 m103 Earth 2 1 1 Mission C Permanent Effect: You can add the following effect to the 'Byakugan' Jutsu card: 'Effect: Look at the top 4 cards of your Deck and return them in any order you like.' Main Branch and Cadet Branch M104 set3 m104 Earth 3 1 1 Mission U Target: (1) 1 of your Ninjas (2) 1 Ninja with the same name as target (1) Effect: Return Target (1) to its original owner's hand. Then, move target (2) to the top of its original owner's Deck. Retaliation M105 set3 m105 Earth 4 1 1 Mission U Target: 1 Jutsu card in your Discard Pile Effect: Move the target to the top of your Deck. Jonins' Intervention M106 set3 m106 Fire 1 1 1 Mission ST Effect: When any of your Ninjas are discarded after being in play during this turn, you can move 1 'Jonin' Ninja from your hand to your Village. Temptation of Power M107 set3 m107 Water 3 1 1 Mission ST Effect: Discard 1 Ninja in your hand to search for 1 non-'Leaf' Ninja in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Wish M108 set3 m108 Wind 4 1 1 Mission ST Target: X number of the cards in your Discard Pile Effect: Move the target to the top of your Deck in any order you like. This effect can be used only when you have 1 or more 'Female' Ninjas in play. X = the number of your Chakras. Kunoichi Battle M109 set3 m109 Earth 3 1 1 Mission U Effect: Only 'Female' Ninjas can be sent out to Battle during this turn. Your opponent can organize Teams when this card is played. The Gift of Perseverance M110 set3 m110 Lightning 1 1 1 Mission C Target: Your 'Rock Lee' Effect: Place 1 growth coin on the target. For someone precious to you M111 set3 m111 Water 4 1 1 Mission U Target: 1 of your opponent's 'Rogue Ninjas' Effect: Move the target to your Village unless you already have a Ninja with the same name as the target. Return the target to its original owner's Village at the end of the turn. Difference in Levels M112 set3 m112 Water 3 1 1 Mission C Permanent Effect: All Ninjas of the highest Rank that are currently in play get +1/+1. This effect cannot be duplicated. Skillful Coordination M113 set3 m113 Water 2 1 1 Mission C Permanent Effect: During the Exchange of Jutsu, you can discard the top card of your Deck to change the position of the Ninjas in 1 of your Teams. Four Man Squads M114 set3 m114 Fire 3 1 1 Mission ST Permanent Effect: You can organize Teams with 4 Ninjas. Unhealed Wound M115 set3 m115 Lightning 2 1 0 Mission U Permanent Effect: No Ninja can be healed. Power of the Nine-Tailed Fox Spirit M116 set3 m116 Lightning 2 1 0 Mission C Permanent Effect: You can charge Chakra during the Exchange of Jutsu. Legacy of the Hero M117 set3 m117 Lightning 3 1 0 Mission C Permanent Effect: If any of your Ninjas are discarded after being in play, they are sent to their original owner's Chakra area instead of the Discard Pile. Toad Sage M118 set3 m118 Lightning 3 1 0 Mission R Effect: You can show 1 'Ninja Toad' Ninja in your hand to your opponent and move it to the bottom of your Deck to draw 3 cards. Teaching a Secret Technique M119 set3 m119 Fire 2 1 0 Mission R Effect: Search for 1 'Sasuke Uchiha' with 'Growth' in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. This effect cannot be used unless you have 'Sasuke Uchiha' in play. Complete Victory M120 set3 m120 Fire 3 1 0 Mission C Permanent Effect: If your Team wins an Outstanding Victory by a difference of 8 or more in Team Power, discard every Ninja Battling against the Team. Continue the Mission M121 set3 m121 Fire 4 1 0 Mission C Permanent (1) Effect: Neither player can deploy any Ninjas. This card cannot be used during the turn in which a Ninja has been deployed. Hot Spring M122 set3 m122 Water 0 1 0 Mission U Target: Every injured Ninja Effect: Heal the target. Coward M123 set3 m123 Water 1 1 0 Mission U Permanent (3) Effect: When your opponent uses a Mission card, the value of your opponent's Turn Marker is considered to be reduced by X. X = the number of Ninja Blade coins on this card. A Grain of Courage M124 set3 m124 Water 2 1 0 Mission C Counter Target: 1 of your Ninjas Effect: During this turn, if the target is the only Ninja sent out to block, none of the Attacker's Teams can win any Battle Rewards. Secret Conspiracy M125 set3 m125 Water 3 1 0 Mission R Effect: You can use any number of Mission cards during this turn. Double Knockdown M126 set3 m126 Wind 3 1 0 Mission U Permanent Effect: Your Ninjas cannot receive any Damage by a draw. Ebisu Again M127 set3 m127 Wind 3 1 0 Mission C Target: 1 of your opponent's Clients Effect: Move the target to your Village if you do not have a Client in play in your Village. Disarmament M128 set3 m128 Wind 4 1 0 Mission ST Counter Effect: The player with the most in-play Ninjas moves 2 Ninjas to their original owner's hand. The player with less in-play Ninjas moves 1 Ninja to the original owner's hand. The Hyuga Lineage M129 set3 m129 Earth 3 1 0 Mission U Effect: If you have 'Neji Hyuga' in play, you can search for 1 Jutsu card with 'Requirements: 'Byakugan'' in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. A Flower that Carries a Wish M130 set3 m130 Earth 1 1 0 Mission C Target: Any number of your injured Ninjas Effect: Move the target to the bottom of the original owner's Deck to move every Ninja in your hand with the same name as the target to your Village. Challenging Again M131 set3 m131 Earth 3 1 1 Mission C Permanent (4) Effect: Every time you flip a Ninja Blade coin, you can ignore the result and flip it again. If you need to flip a coin more than once, you can only redo one of the flips. This effect can only be applied once per 'Ninja Blade coin flip effec Disgrace of the Village M132 set3 m132 Earth 3 1 0 Mission U Permanent (4) Effect: Every time your opponent flips a Ninja Blade coin, the result is considered be tails regardless of the result. If they need to flip a coin more than once, only 1 of the results of your choice is considered to be tails. This effect ca Naruto Uzumaki N085 set3 n085 Lightning 1 0 0 Ninja Leaf Genin Male Growth 0/-1 3/1 Ninjutsu SR <> When this Ninja is put in play by the effect of 'Growth,' place an additional growth coin on top. Sasuke Uchiha N086 set3 n086 Fire 1 0 0 Ninja Leaf Genin Male Sharingan Eye Growth 3/1 0/0 Taijutsu R <> Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, select 1 of the characteristics of an in-play Ninja. This Ninja gets that selected characteristic during the turn. Sakura Haruno N087 set3 n087 Wind 1 0 0 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon R <> Valid: While this Ninja is Battling against a 'Female' Ninja, you can charge 1 Chakra to draw 1 card. Ino Yamanaka N088 set3 n088 Earth 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 0/1 0/1 Mind ST <> You can negate 1 Jutsu card being used by this Ninja and return it to your hand. Then, move 1 of the cards in your Discard Pile to your Chakra area. Shikamaru Nara N089 set3 n089 Earth 1 0 0 Ninja Leaf Genin Male Growth Mental Power: X 0/2 0/0 Shadow ST <> Valid: The value of this Ninja's 'Mental Power' is considered to be the same as the number of cards in your hand, +1. Choji Akimichi N090 set3 n090 Earth 0 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Food ST <> Valid: This Ninja's Power cannot be changed by the effect of your opponent's Jutsu cards. Kiba Inuzuka N091 set3 n091 Fire 0 0 0 Ninja Leaf Genin Male Animal Growth 2/1 0/0 Fang ST <> When this Ninja is sent out to Battle and opposed, look at the cards in your opponent's hand. Shino Aburame N092 set3 n092 Wind 1 0 1 Ninja Leaf Genin Male Growth Mental Power: 1 2/1 0/0 Insect C <> When this Ninja is put in play by the effect of 'Growth,' you can draw the bottom card from your Deck. Hinata Hyuga N093 set3 n093 Earth 1 0 0 Ninja Leaf Genin Female Byakugan Growth 0/1 1/1 Taijutsu ST <> Valid: If this Ninja is in injured status and receives Damage, flip a Ninja Blade coin. If it's heads, negate the Damage. Rock Lee N094 set3 n094 Lightning 1 0 0 Ninja Leaf Genin Male Growth 3/1 0/0 Taijutsu R <> Valid: During the Exchange of Jutsu, you can discard X number of your Chakras. In that case, Ninja gets +X/+0 during the turn. Additionally, discard this Ninja at the end of the turn. Neji Hyuga N095 set3 n095 Earth 2 0 0 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu U <> Valid: The Head Ninja Battling against this Ninja cannot be the user of Jutsu cards. Tenten N096 set3 n096 Earth 1 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 1/1 1/1 Weapon C <> This Ninja can use the 'Kunai' Jutsu card without paying its Jutsu cost. Suzume N097 set3 n097 Wind 2 0 0 Ninja Leaf Chunin Female Mental Power: 1 0/0 0/0 Genjutsu U <> While this Ninja is Battling as a Blocker, this Ninja's Team and the Team Battling against it perform a Mental Power Battle. Iyashi N098 set3 n098 Wind 2 0 0 Ninja Leaf Male Medical 0/0 0/0 Medicine C <> Valid: When this Ninja is sent out to Attack, you can heal 1 of your Ninjas at the end of the turn. Raido Namiashi N099 set3 n099 Fire 3 0 0 Ninja Leaf Special Jonin Male 4/2 3/1 Ninjutsu ST Hayate Gekko N100 set3 n100 Fire 3 0 0 Ninja Leaf Special Jonin Male Proctor Mental Power: 1 4/3 1/1 Weapon R <> When another Ninja in this Ninja's Team is discarded as the result of the Showdown, send it to either the top or bottom of its original owner's Deck. Jiraiya N101 set3 n101 Lightning 6 1 0 Ninja Leaf Sannin Male 7/2 6/2 Oil SR <> While this Ninja is in your hand and your opponent's Village has a 'Female' Ninja that is not 'Genin,' this Ninja gets -1 Entrance cost. Gama N102 set3 n102 Lightning 2 0 0 Ninja Leaf Ninja Toad 2/2 0/2 Oil U <> Valid: This Ninja cannot be the user of Jutsu cards. Valid: If this Ninja is discarded after being in play, move it to the bottom of your Deck. Dosu Kinuta N103 set3 n103 Water 1 0 0 Ninja Sound (Genin) Male 2/1 0/0 Sound C <> Valid: The Damage inflicted by this Ninja's Team at the Showdown cannot be reduced. Zaku Abumi N104 set3 n104 Water 1 0 0 Ninja Sound (Genin) Male 2/1 0/0 Sound C <> Valid: If you have no cards in your hand when this Ninja is sent out to Battle, draw 1 card. Kin Tsuchi N105 set3 n105 Water 0 0 1 Ninja Sound (Genin) Female 0/1 0/1 Sound U <> When you get a Ninja Blade coin flip effect by the effect of your own Jutsu card, draw 1 card. This effect can only be applied once per Ninja Blade coin flip effect. Yoroi Akado N106 set3 n106 Water 2 0 0 Ninja Sound Male 3/1 1/1 Absorption U <> When this Ninja is sent out to Attack, you can discard 1 of your opponent's Chakras. Misumi Tsurugi N107 set3 n107 Water 2 0 0 Ninja Sound Male 3/1 2/1 Soft Body R <> Valid: During the Exchange of Jutsu, discard 1 of your Chakras to give this Ninja -1/+1 during the turn. This effect can be used up to twice per turn. Kabuto Yakushi N108 set3 n108 Water 2 0 1 Ninja Sound Male Mental Power: 2 2/2 2/2 Ninjutsu R <> Valid: During your Mission Phase, you can move this Ninja to the top of the original owner's Deck. In that case, move 1 in-play 'Permanent' Mission card to its original owner's Chakra area. Kakashi Hatake N109 set3 n109 Fire 4 0 1 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu R <> Valid: This Ninja can neither be included in any Teams nor be sent out to Battle during the turn it is put in play. Might Guy N110 set3 n110 Lightning 5 1 1 Ninja Leaf Jonin Male 6/1 5/1 Taijutsu R <> Valid: This Ninja can use Jutsu cards with 'Requirements: Rock Lee.' Akamaru N111 set3 n111 Fire 1 0 1 Ninja Leaf Ninja Dog Animal 0/1 0/0 Fang ST <> Valid: When this Ninja is in the same Team as 'Kiba Inuzuka' and is sent out to Attack, discard the top card of your opponent's Deck. Gaara of the Desert N112 set3 n112 Wind 2 0 1 Ninja Sand Genin Male 4/1 2/1 Sand SR <> When this Ninja's Team wins a Battle Reward or an Outstanding Battle reward, you can give 1 Damage to 1 of the other Ninjas in this Ninja's Team to win 1 additional Battle Reward. Kankuro N113 set3 n113 Wind 1 0 0 Ninja Sand Genin Male 2/1 0/0 Manipulation R <> Valid: All 'Puppet' Ninjas in this Ninja's Team gets +1/+1. Temari N114 set3 n114 Wind 1 0 0 Ninja Sand Genin Female Mental Power: 1 0/2 0/0 Weapon U <> In addition to paying the Jutsu cost, your opponent must discard 1 Chakra to make any Ninja(s) in this Ninja's Team the target of a Jutsu card.' Naruto Uzumaki N115 set3 n115 Lightning 1 0 0 Ninja Leaf Genin Male Growth 0/0 3/1 Ninjutsu U <> If this Ninja's Team is Defeated, Completely Defeated, or draws, give 1 Damage to the Head Ninja that just Battled against this Ninja. Sasuke Uchiha N116 set3 n116 Fire 0 0 0 Ninja Leaf Genin Male Sharingan Eye 3/1 0/0 Flame U <> Valid: When this Ninja becomes the user of a Jutsu card with a 'Fire' symbol, it gets +1/+1 during the turn. Gaara of the Desert N117 set3 n117 Wind 2 0 0 Ninja Sand Genin Male 4/1 2/1 Sand ST <> Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas. Naruto Uzumaki N118 set3 n118 Lightning 1 0 0 Ninja Leaf Genin Male Growth 1/1 3/1 Ninjutsu U <> Valid: While this Ninja is in injured status, it's Combat Attribute becomes 'Oil.' Sasuke Uchiha N119 set3 n119 Fire 1 0 0 Ninja Leaf Genin Male Sharingan Eye Growth 3/1 0/0 Weapon U <> Valid: If your opponent's Ninja uses a Jutsu card to negate a Jutsu card used by this Ninja, they must discard 2 Chakras in addition to paying their card's Jutsu cost. Sakura Haruno N120 set3 n120 Wind 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon U <> When this Ninja is put in play, you can move the same number of cards in your Discard pile as your in-play injured Ninjas to the top of your Deck. Then, shuffle your Deck. Ebisu N121 set3 n121 Wind 3 0 0 Ninja Leaf Special Jonin Male Mental Power: 1 4/2 2/2 Ninjutsu R <> When this Ninja is put in play, draw 1 card. Valid: While your opponent has a 'Satoosa' or higher Rank Ninja in play, you cannot win any Battle Rewards even if this Nina's Team wins a Battle Reward or an Outstanding Battle Reward. Hayate Gekko N122 set3 n122 Fire 3 0 0 Ninja Leaf Special Jonin Male Proctor Mental Power: 1 4/2 1/1 Weapon R <> During your opponent's Mission Phase, you can negate and discard 1 of the Mission cards being played. In that case, discard this Ninja at the end of the turn. Kakashi Hatake N123 set3 n123 Fire 5 1 0 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu R <> When this Ninja is put in play, flip a Ninja Blade coin. If it's heads, place a growth coin on this Ninja. Asuma Sarutobi N124 set3 n124 Earth 4 0 Ninja Leaf Jonin Male 5/2 3/1 Weapon U <> Valid: Draw 1 card for each of your Teams with only 'Genin' Ninja(s) that are sent out to Attack and are Defeated, Completely Defeated or Draw. Hanabi Hyuga N125 set3 n125 Earth 0 0 Ninja Leaf Female Byakugan Growth 1/1 1/1 Taijutsu C <> Valid: Any Ninja(s) with 'Byakugan' in your hand gets -1 Entrance cost. Hiashi Hyuga N126 set3 n126 Earth 5 1 Ninja Leaf Male Byakugan Main Branch 6/1 4/1 Taijutsu R <> Valid: You can discard 1 of your Chakras during your Mission Phase to make the Power of 1 of your opponent's Ninjas with 'Byakugan' 0/0 during the turn. This effect cannot be used against 'Main Branch' Ninjas. Jiraiya N127 set3 n127 Lightning 6 1 Ninja Leaf Sannin Male 7/2 6/2 Oil SR <> At the beginning of your turn, you can discard 1 of the cards in your hand to place 1 growth coin on a Ninja with 'Growth' if it does not already have one. Gamabunta N128 set3 n128 Lightning 5 1 Ninja Leaf Ninja Toad 9/1 7/1 Oil SR <> This Ninja cannot be deployed without using the Jutsu card 'Summoning Jutsu'. Valid: This Ninja can only be sent out to Battle with other Ninjas who also have the 'Oil' Combat Attribute in the same Team. The Fourth Hokage N129 set3 n129 Lightning 6 1 Ninja Leaf Satoosa Male Mental Power: 2 5/3 6/5 Oil SR <> Valid: At the beginning of your turn, you can give 1 Damage to this Ninja. In that case, heal all of your injured Ninjas except this Ninja. Baki N130 set3 n130 Wind 5 1 Ninja Sand Jonin Male 5/1 3/1 Ninjutsu R <> If this Ninja is sent out to Attack, it gets the following effect during the turn: “Valid: At the end of the turn, if this Ninja is in your Village, your opponent discards 1 of their in-play Ninjas.” Shibuki N131 set3 n131 Water 3 0 Ninja Waterfall Satoosa Male 3/1 2/1 Ninjutsu C <> Valid: This Ninja cannot be sent out to Attack. Suien N132 set3 n132 Water 4 0 Ninja Waterfall Rogue Ninja (Jonin) Male 5/1 3/1 Ninjutsu U <> You can discard 1 of your Chakras. In that case, this Ninja gets +2/+2 during the turn. Additonally, at the end of the turn, place a Ninja Blade coin symbolizing -1/-1 on this Ninja . Murasame N133 set3 n133 Water 2 0 Ninja Rain Rogue Ninja Male 3/1 1/1 Ninjutsu U <> If this Ninja's Team wins a Victory or an Outstanding Victory, place a Ninja Blade coin symbolizing -1/-1 on 1 Ninja that just Battled against this Ninja. Kirisame N134 set3 n134 Water 2 0 Ninja Rain Rogue Ninja Male 3/1 2/1 Ninjutsu U <> While this Ninja is Battling against your opponent's Team that has 4 or less Team Power, it gets +1/+1 during the turn. Hisame N135 set3 n135 Water 2 0 Ninja Rain Rogue Ninja Female Mental Power: 3 2/2 1/1 Ninjutsu C <> During the Exchange of Jutsu, you can exchange all the cards in your hand with the same amount of cards from the top of your Deck. Sakura Haruno Nus007 set6 nUS007 Wind 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon C <> During your Mission Phase, you can exchange 2 cards in your Chakra area with 2 cards in your Discard Pile. Kakashi Hatake Nus008 set6 nUS008 Fire 5 1 0 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu R <> You can discard this in-play Ninja to negate 1 Jutsu being played and discard it. Kakashi Hatake Nus009 set6 nUS009 Fire 5 1 1 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu R <> When this Ninja's Team wins a Victory or an Outstanding Victory, you can put a Growth coin on 1 of your 'Genin' Ninjas with no Growth coins. Kiba Inuzuka Nus010 set6 nUS010 Fire 0 0 1 Ninja Leaf Genin Male Growth 2/1 0/0 Fang C <> When this Ninja is put in play, you can search for 1 'Akamaru' Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Shino Aburame Nus011 set6 nUS011 Wind 1 0 1 Ninja Leaf Genin Male Growth Mental Power: 1 2/1 0/0 Insect C <> When this Ninja is sent out to the Battle, you can look at the top 3 cards of your opponent's Deck. Then, return them in any order you like to the top of their Deck. Hinata Hyuga Nus012 set6 nUS012 Earth 1 0 1 Ninja Leaf Genin Female Byakugan Growth 0/1 1/1 Taijutsu C <> At the end of your turn, if this Ninja was not moved to the Battlefield during that turn, you can heal 1 of your injured 'Genin' Ninjas without 'Platoon'. Ino Yamanaka Nus013 set6 nUS013 Earth 0 0 1 Ninja Leaf Genin Female Growth Mental Power: 1 0/1 0/1 Mind C <> During your opponent's Mission Phase, you can select 1 of your opponent's Ninjas. That selected Ninja can only be sent out to Battle as the Head Ninja during the turn. Shikamaru Nara Nus014 set6 nUS014 Earth 1 0 1 Ninja Leaf Genin Male Growth Mental Power: 4 0/2 0/0 Shadow C <> While this Ninja is Battling, the Entrance cost of the Head Ninja Battling against this Ninja's Team becomes 0 and it's effect text is negated. Shikamaru Nara Nus015 set6 nUS015 Earth 1 0 1 Ninja Leaf Genin Male Growth Mental Power: 4 0/2 0/0 Shadow SR <> While you have 5 or more cards in your hand, this Ninja's Team and your opponent's Team Battling against this Ninja perform a Mental Power Battle. While you have 4 or less cards in your hand, this Ninja's Team and your opponent's Team Batt Choji Akimichi Nus016 set6 nUS016 Earth 0 0 1 Ninja Leaf Genin Male Growth 2/1 0/0 Food C <> When this Ninja is sent out to Battle and opposed, you can give 1 Damage to 1 of your opponent's Ninjas Battling agaist this Ninja with 0 Entrance cost. In that case, give 1 Damage to this Ninja at the end of the turn. Neji Hyuga Nus017 set6 nUS017 Earth 2 0 0 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu SR <> During the Exchange of Jutsu, you can discard as many of your Chakras as you like. In that case, discard the same number of your opponent's Chakras as you discarded. Neji Hyuga Nus018 set6 nUS018 Earth 2 0 0 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu C <> When this Ninja receives Damage, you can discard 1 card from your hand to reduce the Damage by 1. Rock Lee Nus019 set6 nUS019 Lightning 1 0 1 Ninja Leaf Genin Male Growth 3/1 0/0 Taijutsu U <> When the effect of the 'Primary Lotus' Jutsu card that this Ninja used is applied, you can search for 1 'Hidden Lotus' Jutsu card in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck. Rock Lee Nus020 set6 nUS020 Lightning 1 0 1 Ninja Leaf Genin Male Growth 3/1 0/0 Taijutsu SR <> Valid: Jutsu cards used by this Ninja cannot be negated. Valid: This Ninja cannot be removed from play by the effects of your opponent's Ninjas or Jutsu cards. Tenten Nus021 set6 nUS021 Earth 1 0 1 Ninja Leaf Genin Female Growth Mental Power: 1 1/1 1/1 weapon C <> Each time this Ninja becomes the user of Jutsu card with no specific Symbols, this Ninja gets +1/+1 during the turn. Might Guy Nus022 set6 nUS022 Lightning 5 1 1 Ninja Leaf Jonin Male 6/1 5/1 Taijutsu SR <> While this Ninja is in your hand and your opponent has 1 or more Ninjas with a 'Fire' or 'Water' Symbol in play, this Ninja's Entrance cost and Hand cost gets -1. Might Guy Nus023 set6 nUS023 Lightning 5 1 0 Ninja Leaf Jonin Male 6/1 5/1 Taijutsu R <> While this Ninja is sent out to Battle in the same Team with 1 or more 'Genin' Ninjas, 1 of the 'Genin' Ninjas in this Ninja's Team can be the user of a 'Primary Lotus' Jutsu card ignoring the Requirements of the Jutsu. Gaara of the Desert Nus024 set6 nUS024 Wind 2 0 0 Ninja Sand Genin Male 4/1 2/1 Sand R <> Each time the effect of a Jutsu that includes the 'Requirements: 'Sand' Combat Attribute' is applied, you can move 1 card with a 'Wind' Symbol in your Discard Pile to your Chakra area if there is any. Temari Nus025 set6 nUS025 Wind 1 0 Ninja Sand Genin Female Mental Power: 1 0/2 0/0 Weapon C <> When this Ninja is put in play, you can look at all the cards in your opponent's hand, select 1 Jutsu card of your choice if there is any, and send it to their Chakra area. Kankuro Nus026 set6 nUS026 Wind 1 0 Ninja Sand Genin Male 2/1 0/0 Manipulation C <> When this Ninja is put in play, you can search for 1 'Puppet Master Jutsu' Jutsu card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Jiraiya Nus027 set6 nUS027 Lightning 6 1 Ninja Leaf Sannin Male 7/2 6/2 Oil R <> When your opponent's Ninja becomes the user of a Jutsu with a 'Wind' or 'Fire' Symbol, in addition to the Jutsu cost, your opponent must discard 1 Chakra (any Symbol). Tsunade Nus029 set6 nUS029 Wind 6 1 Ninja Leaf Sannin Female Mental Power: 3 8/1 4/1 Medicine U <> When your opponent's Ninja becomes the user of a Jutsu with a 'Water' or 'Earth' Symbol, in addition to the Jutsu cost, your opponent must discard 1 Chakra (any Symbol). Orochimaru Nus030 set6 nUS030 Water 6 1 Ninja Sound Sannin Male Mental Power: 4 6/4 5/3 Snake U <> When your opponent's Ninja becomes the user of a Jutsu with a 'Lightning' or 'Wind' Symbol, in addition to the Jutsu cost, your opponent must discard 1 Chakra (any Symbol). The Third Hokage Nus031 set6 nUS031 Fire 6 1 Ninja Leaf Satoosa Male Mental Power: 3 6/4 4/2 Ninjutsu U <> You can discard this Ninja. In that case, none of your Ninjas can receive Damage during the turn. Kabuto Yakushi Nus032 set6 nUS032 Water 5 1 Ninja Sound Jonin Male Medical Mental Power: 2 5/2 2/2 Medicine R > At the beginning of your Mission Phase, you can discard 1 of your Chakras to look at the top 3 cards of your opponent's Deck and move them back in any order you like to the top of their Deck. Zabuza Momochi Nus033 set6 nUS033 Water 5 1 Ninja Mist Rogue Ninja Jonin Male 6/2 4/1 Mist C <> When this Ninja is put in play, you can search for 1 'Haku' Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Zabuza Momochi Nus034 set6 nUS034 Water 5 1 Ninja Mist Rogue Ninja Jonin Male 6/2 4/1 Mist SR <> During the Exchange of Jutsu, this Ninja can get +5/+0 during the turn. In that case, discard this Ninja at the end of the turn. Haku Nus035 set6 nUS035 Water 3 0 Ninja Mist Rogue Ninja Male 4/3 1/1 Ice R <> You can change 1 other Ninja in this Ninja's Team to injured status. In that case, that Ninja cannot be targeted by your opponent's Jutsu cards during the turn. Heal that injured Ninja at the end of the turn. Haku Nus036 set6 nUS036 Water 3 0 Ninja Mist Rogue Ninja Male 4/3 1/1 Ice C <> This in-play Ninja cannot be targeted by your opponent's Mission cards. Itachi Uchiha Nus037 set6 nUS037 Fire 6 1 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye 6/3 2/3 Genjutsu R <> When this Ninja is put in play, you can select and discard 1 of your opponent's in-play Ninjas with 'Sharingan Eye' if they have any. Kisame Hoshigaki Nus038 set6 nUS038 Water 5 1 Ninja Akatsuki Rogue Ninja Jonin Male 6/2 3/1 Weapon R <> Each time a Jutsu that this Ninja used is resolved, you can select and discard up to 2 of your opponent's Chakra if there is any. Naruto Uzumaki & Gamabunta Nus039 set6 nUS039 Lightning/Water 6 1 Ninja Leaf Genin Male Ninja Toad Platoon 9/1 8/1 Nijutsu/Oil SR <> Valid: While you have no other Ninjas with an 'Oil' Combat Attribute besides this Ninja, you must discard 1 Chakra to send out this Ninja to Battle. Valid: This Ninja cannot be removed from play by the effects of your opponent's Shikamaru Nara & Asuma Sarutobi Nus040 set6 nUS040 Earth/Wind 5 1 Ninja Leaf Genin Jonin Male Platoon Mental Power: 4 6/4 3/3 Shadow/Weapon SR <> When this Ninja wins a Victory, an Outstanding Victory, or is removed from play, you can look at all of your opponent's Battle Rewards if there is any, select 1 card among them, and place it in you hand. Boss Jirocho C030 set7 c030 Earth/Fire 2 0 Client Wasabi Family Boss Male C Effect: At the beginning of your turn, if you and your opponent have the same number of Battle Rewards, you can draw 1 card. Fukusuke Hikyakuya C031 set7 c031 Lightning/Wind 0 0 Client Wagarashi Family Male C Effect: At the beginning of your turn, if your opponent has 6 or more Battle Rewards, you can send this Client to your Chakra area to draw 2 cards. Rasengan J210 set7 j210 Lightning L L 1 Jutsu SR Requirements: 'The Fourth Hokage' or 'Jiraiya' or 'Naruto Uzumaki'+'Clone Status' Target: User Effect: The target gets +7/+0 during this turn. In addition, if the target's Team wins a Victory, it becomes an Outstanding Victory. Chidori J211 set7 j211 Fire F F 1 Jutsu SR Requirements: 'Sasuke Uchiha' or 'Kakashi Hatake' Target: User Effect: The target gets +5/+0 during this turn. In addition, if the target's Team wins a Victory or an Outstanding Victory, you win 1 Battle Reward. Fire Style: Fireball Jutsu J212 set7 j212 Fire F X Jutsu R Target: Every Ninja Battling against the user Effect: Change the target to injured status. X (the Jutsu cost) must be the same as the number of Ninjas in the target and can only be paid by Chakras with a 'Fire' symbol. Booby Trap J213 set7 j213 Lightning 1 Jutsu C Target: 1 of the cards in your opponent's Discard Pile Effect: Return the target to the top of its original owner's Deck. Application of the First Stage J214 set7 j214 Lightning L 1 Jutsu U Target: Every Ninja with a 'Water' symbol Battling against the user Effect: Remove the target from its Team. The target becomes a Stand-by Ninja. Blade of the Thunder God J215 set7 j215 Lightning L L 1 Jutsu R Requirements: 'Weapon' Combat Attribute Target: 1 Jutsu card being played Effect: Negate and discard the target. In addition, the Combat of the target's user becomes 0 during this turn. Toothpick J216 set7 j216 Fire 1 Jutsu C Target: 1 Jutsu card with a Jutsu cost of ? being played Effect: Negate and discard the target. String Control Jutsu J217 set7 j217 Fire F 1 Jutsu U Target: 1 Ninja Effect: The target's Power becomes the printed value during this turn. In addition, the target's Power cannot be changed during this turn. Aerial Dynamic Marking J218 set7 j218 Fire 1 Jutsu C Requirements: 'Akamaru' Effect: Draw 1 card at random from any position of either player's Decks, look at it, and return it either to the top or bottom of the same Deck. Tunneling Fang J219 set7 j219 Fire F Jutsu C Requirements: 'Fang' Combat Attribute Target: User Effect: The target gets +3/+0 during this turn. Earth Style Barrier: Earth Dome Prison J220 set7 j220 Water W 1 Jutsu R Requirements: 'Jirobo' Effect: Select and discard up to X number of your opponent's Chakras. Then, move the same number of cards from your Discard Pile to your Chakra area. X = the number of your opponent's Ninjas Battling against the user. Earth Style: Ball of Graves J221 set7 j221 Water W E Jutsu C Requirements: 'Jirobo' Target: Every Ninja with a Combat value of 3 or less Battling against the user Effect: Give 1 Damage to the target. Earth Style: Terra Shield J222 set7 j222 Water W E Jutsu C Effect: During this turn, if your opponent wins 1 or more Battle Rewards as a result of the Showdown, select up to 2 of their Battle Rewards at random and move them to their original owner's Discard Pile afterwards. Ninja Art: Spiral Spider Web J223 set7 j223 Water W W X Jutsu R Requirements: 'Kidomaru' Target: Every Ninja Battling against the user Effect: The target gets +0/-X during this turn. However, this effect is negated if your opponent has 1 or more Ninjas with 'Byakugan' in play. Ninja Art:Sticky Spider Thread J224 set7 j224 Water W Jutsu C Requirements: 'Kidomaru' Target: User Effect: The target gets +2/+0 during this turn. In addition, it cannot receive any Damage from your opponent's Jutsu cards during this turn. Four Black Mists Formation J225 set7 j225 Water W Jutsu SR Requirements: 'The Four Sound Ninja' Effect: Select up to X number of your opponent's Chakras and move them to their original owner's hand. X = the number of your in-play 'The Four Sound Ninja' Ninjas times 2. Black Seal J226 set7 j226 Wind W N Jutsu C Requirements: 'The Four Sound Ninja' Effect: During this turn, if the effect of your 'Four Black Mists Formation' Jutsu card has been applied, select up to X number of the cards in your opponent's hand at random and return them to the bottom of their orig Perimeter Barrier J227 set7 j227 Wind N 1 Jutsu C Effect: During the next turn, every Ninja is put in play in injured status. Spiky Human Boulder J228 set7 j228 Earth E E Jutsu C Requirements: 'Choji Akimichi'+'Secret Pills' Target: (1) User (2) 1 Ninja Battling against the user Effect: Target (1) gets +3/+0 during this turn. If target (1)'s increased Combat exceeds target (2)'s Combat, give 1 Damage to target (2). Partial Expansion Justu J229 set7 j229 Earth E Jutsu C Requirements: 'Choji Akimichi'+'Secret Pills' Target: User Effect: The target gets +3/+0 or +0/+5 during this turn. Super Expansion Jutsu J230 set7 j230 Earth E 2 Jutsu SR Requirements: 'Choji Akimichi'+'Secret Pills' Target: User Effect: The target gets +10/+0 during this turn. This effect can only be applied if the target is the only Ninja in its Team. Gentle Fist J231 set7 j231 Earth E Jutsu R Requirements: 'Byakugan'+'An Entrance cost of 2 or more' Target: All your Ninjas Effect: The target cannot be the target of your opponent's Jutsu cards during this turn. Rasengan Jus021 set7 jUS021 Lightning L L 1 Jutsu C Requirements: 'The Fourth Hokage,' or 'Jiraiya' or 'Naruto Uzumaki'+'Clone Status' Target: User Effect: The target gets +7/+0 during this turn. In addition, if the target's Team wins a Victory or an Outstanding Victory, draw 1 card. Chidori Jus022 set7 jUS022 Fire F F 1 Jutsu C Requirements: 'Sasuke Uchiha' or 'Kakashi Hatake' Target: User Effect: The target gets +5/+0 during this turn. In addition, if the target's Team wins a Victory or an Outstanding Victory, draw 1 card. Water Style: Water Dragon Jutsu Jus023 set7 jUS023 Water W W 1 Jutsu U Requirements: 'Jonin' or higher Rank Target: 1 Ninja Battling against the user Effect: Give 1 Damage to the target. If the user is 'The Second Hokage', move up to 3 cards in your Discard Pile to your Chakra area. Secret Wood Style Jutsu: Deep Forest Creation Jus024 set7 jUS024 Earth E E 1 Jutsu C Requirements: 'The First Hokage' Target: Every Ninja of your opponet being sent out to Battle Effect: The target becomes a Stand-By Ninja. In addition, the target cannot be sent out to Battle during the next turn. Earth Style: Dark Swamp Jus025 set7 jUS025 Lightning L L Jutsu C Target: 1 of your opponent's Head Ninjas Effect: In the calculation of the Team Power of the target's Team, apply the target's Support value instead of its Combat value during this turn. Guillotine Sword Jus026 set7 jUS026 Water W Jutsu C Requirements: 'Zabuza Momochi' Target: User Effect: The target gets +5/+0 during the turn. Ninja Art of Beast Mimicry: Man Beast Clone Jus027 set7 jUS027 Fire F 1 Jutsu R Requirements: 'Fang' Combat Attribute Target: 1 other Ninja with a 'Fang' Combat Attribute in the same Team as the user Effect: The current Combat of the target becomes the same value as the user's current Combat. In addition, in the calculation of the Te Water Style: Giant Vortex Jutsu Jus028 set7 jUS028 Water X X 1 Jutsu U Requirements: 'Jonin' or higher Rank Target: X number of your opponent's Team(s) Battling against your Team(s) Effect: The target gets -X Team Power during this turn. Wind Style: Infinite Sand Storm Devastation Jus029 set7 jUS029 Wind N N 1 Jutsu U Requirements: 'Sand' Combat Attribute + 'An Entrance cost of 5 or more' Target: Every Injured Ninja Battling against the user Effect: Move the target to the bottom of its original owner's Deck. Wind Style: Air Bullets Jus030 set7 jUS030 Wind N N 1 Jutsu C Requirements: 'Sand' Combat Attribute + 'An Entrance cost of 5 or more' Target: Every Healthy Ninja Battling against the user Effect: Give 1 Damage to the target. Combined Transformation Jus031 set7 jUS031 Lightning L L L 1 Jutsu U Requirements: 'Naruto Uzumaki & Gamabunta' Effect: Place this Jutsu card as a Ninja with Power of 9/9 in any position in the user's Team. Send this Jutsu (Ninja) card to your Chakra area when it receives any Damage or at the end of the turn. Genjutsu: Infinite Darkness Jutsu Jus032 set7 jUS032 Earth E 1 Jutsu C Requirements: 'The First Hokage' Target: 1 Jutsu card being played Effect: The user of the target flips a coin twice: if they get tails both times, negate the target and discard it Research Jus033 set7 jUS033 Wind N 1 1 Jutsu SR Effect: Select 1 of your opponent's in-play cards or 1 of the cards in your opponent's Discard Pile. Then, look at all the cards in your opponent's hand and discard the card(s) with the same name as the selected card. Butterfly Bullet Bomb Jus034 set7 jUS034 Earth 3 1 Jutsu R Requirements: 'Choji Akimichi' + 'Secret Pills' Target: Every Ninja Battling against the user Effect: Give 1 Damage to the target. Discard the user at the end of the turn. Release of Chakra Jus035 set7 jUS035 Lightning L 1 Jutsu SR Effect: Move 3 cards from your hand to your Chakra area. In that case, draw 4 cards. Digital Shrapnel Jus036 set7 jUS036 Water W W 1 Jutsu U Requirements: 'Kimimaro' Target: Every Injured Ninja Battling against the user Effect: Give 1 Damage to the target. Rasengan Jus037 set7 jUS037 Lightning L L 1 1 Jutsu R Requirements: 'The Fourth Hokage,' or 'Jiraiya' or 'Naruto Uzumaki'+'Clone Status' Target: User Effect: The target gets +7/+0 during this turn. In addition, if the target's Team wins a Victoryn or an Outstanding Victory, give 1 Damage to 1 of your opponen Extraordinary Power Jus038 set7 jUS038 Wind N 1 1 Jutsu R Requirements: 'Tsunade' Target: User Effect: User gets +3/+0 during this turn. In addition, if the target's Team wins a Victory, it becomes an Outstanding Victory. Wound Healing Jus039 set7 jUS039 Water 2 1 Jutsu R Requirements: 'Medicine' Combat Attribute Target: Every injured Ninja in the user's Team Effect: Heal the target. Summoning Jutsu: Blade Dance Jus040 set7 jUS040 Wind 1 1 Jutsu C Requirements: 'Temari' Target: 1 Jutsu card being played by a Ninja with an Entrance cost of X or lower Effect: Negate the target and discard it. X = the number of your Chakra or less. Flying Swallow Jus041 set7 jUS041 Earth E 1 1 Jutsu U Requirements: 'Asuma Sarutobi' Target: 1 of your opponent's Ninjas Battling against the user Effect: If the target is in Healthy status, change it to injured status. If the target is in injured status, discard it. High Speed Move Taijutsu Jus042 set7 jUS042 Lightning L L 1 Jutsu C Requirements: 'Rock Lee' or 'Might Guy' or 'Sasuke Uchiha' + 'Taijutsu' Combat Attribute Target: 1 Jutsu card being played Effect: Negate the target and discard it. Instant Killing Jus043 set7 jUS043 Earth E 2 1 Jutsu U Requirements: 'Asuma Sarutobi' Target: Every Ninja with lower Entrance cost than the user's Battling against the user Effect: If the target is in Healthy status, change it to injured status. If the target is in injured status, discard it. Ninja Art: Mitotic Regeneration Jus044 set7 jUS044 Wind 3 1 Jutsu R Requirements: 'Tsunade' Target: Each of your Injured Ninjas Effect: Heal the target. Unpredicted Clue M208 set7 m208 Lightning 2 1 1 Mission R Effect: Reveal the top 5 cards of your Deck. If there is 1 or more Jutsu cards among them, you can select up to 1 of those Jutsu cards and place it in your hand. Then, return the remaining cards and shuffle your Deck. Reunion with the Former Teacher M209 set7 m209 Lightning 3 1 1 Mission U Permanent Effect: At the beginning of your turn, if you have 2 or less cards in your hand, draw card(s) until you have 3 cards in your hand. Kakashi Sensei's True Face? M210 set7 m210 Fire 1 1 1 Mission C Effect: Look at the top 3 cards of either player's Deck. Then, return them in the same order. Surprise M211 set7 m211 Fire 3 1 1 Mission ST Counter Effect: Move the top 2 cards of your Deck to your opponent's Battle Reward area face down. At the beginning of your next turn, randomly select 2 of your opponents Battle Rewards and move them to their original owner's hand. Release from the Nightmare M212 set7 m212 Wind 3 1 1 Mission R Target: 1 of your Ninjas Effect: Return the target to its original owner's hand. Then, move another Ninja with the same name as the target from your hand to your Village in the same status. Intruder M213 set7 m213 Earth 2 1 1 Mission C Effect: During this turn and the next turn, the card text of every in-play 'Permanent' Mission card is negated. Lifelong Promise M214 set7 m214 Lightning 3 1 1 Mission C Permanent (3) Effect: If your Team with 'Naruto Uzumaki' wins 1 or more Battle Rewards as a result of the Showdown, you can put 1 'Genin' Ninja in your Discard Pile in play. This effect cannot be duplicated. The Will of Fire M215 set7 m215 Lightning 3 1 1 Mission C Permanent Effect: Each time your Ninja with 1 or more Growth coins is discarded, you can place 1 Growth coin on 1 of your in-play 'Genin' Ninjas with no Growth coins. Admonition M216 set7 m216 Fire 3 1 1 Mission U Target: 1 of your opponent's 'Genin' Ninjas Effect: Place the target in any of your opponent's Teams. Supreme Order M217 set7 m217 Fire 4 1 1 Mission C Permanent Target: 1 of your opponent's Ninjas Effect: Attach this card to the target. If the target is discarded, your opponent draws 2 cards. (When this card is attached, your opponent controls this card.) Strength of Jutsu M218 set7 m218 Water 2 1 1 Mission U Permanent (1) Target: 1 Ninja Effect: Attach this card to the target. The Jutsu cards used by the target cannot be negated by your opponent's effects. Desperate Persuasion M219 set7 m219 Wind 3 1 1 Mission C Permanent Target: 1 of your opponent's Ninjas Effect: Attach this card to the target. Flip a Ninja Blade coin at the beginning of each Battle Phase; If it's heads, the target cannot be sent out to Battle during the turn. If it's tails, move this card to Dedication Ceremony M220 set7 m220 Lightning 0 1 1 Mission C Permanent Effect: When either player wins a total of 5 or more Battle Rewards, discard this card. In that case, that player draws 4 cards and moves 2 cards from their hand to their Chakra area. This card cannot be played when you have 3 or more Battle Re Bossy Attitude M221 set7 m221 Lightning 1 1 1 Mission C Target: 1 Ninja Effect: During this turn, if the target is sent out to Battle, it must be sent out as a Head Ninja, if possible. My Rule M222 set7 m222 Lightning 3 1 1 Mission C Permanent (3) Effect: Each time your Team wins 1 or more Battle Rewards as a result of the Showdown, you win 1 additional Battle Reward. When this card is played, select either of the following effects and apply it while this card remains in play. (1) You Determination to Avenge M223 set7 m223 Fire 2 1 1 Mission U Target: Your in-play 'Sasuke Uchiha' Effect: If your opponent does not have 'Sasuke Uchiha' in play, move the target to their Village and send up to 2 of their Battle Rewards to their original owner's Chakra area. Mind Awakening Pill M224 set7 m224 Fire 3 1 1 Mission R Permanent (3) Target: 1 of your Ninjas Effect: Attach this card to the target. The target cannot be sent out to Battle. When the last Ninja Blade coin on this card is removed, place 2 Growth coins on the target. Blind Corner M225 set7 m225 Water 1 1 1 Mission C Permanent (3) Effect: 'Byakugan' of every Ninja (if they have it) is negated. Power of the Curse Mark M226 set7 m226 Water 3 1 1 Mission R Target: 1 'The Four Sound Ninja' Ninja Effect: Place 1 Growth coin on the target. Game M227 set7 m227 Water 4 1 1 Mission C Effect: Your opponent flips a Ninja Blade coin twice and discards the same number of cards in their hand as the number of times they get tails. If they get heads both times, you discard 2 of the cards in your hand. Emergency M228 set7 m228 Wind 3 1 1 Mission C Permanent Effect: During the Organization Phase, no 'Genin' Ninjas can be included in the same Team as 1 or more 'Chunin' or higher Rank Ninjas. Sudden Encounter M229 set7 m229 Wind 4 1 1 Mission R Counter Target: 1 of your opponent's Ninjas Effect: The target must be sent out to Battle, if possible. None of your Teams can block the target's Team. In the Showdown, the target's Team is considered to have been blocked by a Team with a Team Power of 7. The Triad Colored Pills M230 set7 m230 Earth 1 1 1 Mission U Permanent (3) Effect: Your in-play 'Choji Akimichi' gets 'Secret Pills.' True Worth of the Gentle Fist M231 set7 m231 Earth 1 1 1 Mission C Permanent Effect: The Power of every Ninja with 'Byakugan' cannot be reduced by the opponent's Jutsu cards. Shikamaru's Analysis M232 set7 m232 Earth 2 1 1 Mission U Target: 1 Ninja Effect: The target gets 'Mental Power: 4' during this turn. 100 Times Greater Power M233 set7 m233 Earth 3 1 1 Mission SR Target: 'Choji Akimichi'+'Secret Pills' Effect: Discard the top X cards of your Deck to multiply the target's original printed Power by X during this turn. Sasuke Retrieval Team M234 set7 m234 Earth 3 1 1 Mission R Target: 1 'Genin' Ninja Effect: During this turn, the target's Team can include up to 5 'Genin' or lower Rank Ninjas including the target. Optimum Formation M235 set7 m235 Earth 4 1 1 Mission ST Effect: During this turn, each of your Teams gets +1 Team Mental Power. In addition, every Team performs a Mental Power Battle. Combination Mus021 set7 mUS021 Lightning 3 1 1 Mission U Permanent (2) Effect: Every Team with only 2 Ninjas gets +X Team Power. X = the total Entrance cost of both Ninjas in that Team divided by 2 (round down). Disappointment Mus022 set7 mUS022 Lightning 3 1 1 Mission U Permanent (2) Effect: Every time a Ninja is put in play, put a Ninja Blade coin symbolizing -1/-1 on it. Tiny Reinforcer Mus023 set7 mUS023 Fire 3 1 0 Mission C Effect: During this turn, every time you successfully deploy a Ninja, you can put 1 Ninja in your Discard Pile into play that has an Entrance cost of X. X = the Entrance cost of the Ninja you deployed divided by 2 (round down). Punishment Mus024 set7 mUS024 Fire 4 1 0 Mission U Target: 1 of your opponent's Ninjas Effect: Change the target to injured status. Then, heal the target at the end of the turn. Pursuit Mus025 set7 mUS025 Water 4 1 0 Mission R Effect: Designate a Ninja name. Then, look at all the cards in your opponent's hand and move all Ninja cards with the designated name among the cards face down in your Battle Reward area. Anbu Days Mus026 set7 mUS026 Fire 3 1 0 Mission U Permanent (3) Target: 1 Ninja Effect: Attach this card to the target. The target's name is changed to 'Anbu' and it's printed Power becomes 4/2 (Healthy status) and 2/1 (Injured status). (If you attach this card to your opponent's Ninja, they control this Sudden Eruption Mus027 set7 mUS027 Wind 2 1 0 Mission R Permanent (2) Effect: Every 'Female' Ninja gets +3/+0. Solitude and Thirst Mus028 set7 mUS028 Wind 2 1 1 Mission R Target: Your 'Gaara of the Desert' Effect: Place X number of Growth coin(s) on the target. X = the number of your opponent's in-play Ninjas - the number of your in-play Ninjas. X cannot be less than 0. The Sound Ninja Five Mus029 set7 mUS029 Water 2 1 0 Mission U Effect: Search for 1 'Kimimaro', 'Kidomaru' 'Jirobo' 'Tayuya' or 'Sakon' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Leaf Squad Organized! Mus030 set7 mUS030 Earth/Lightning 3 1 0 Mission R Effect: Search the top 5 cards of your Deck for 1 each of 'Naruto Uzumaki'+'Genin', 'Neji Hyuga'+'Genin', 'Shikamaru Nara'+'Chunin' or lower Rank, 'Choji Akimichi'+'Genin' and 'Kiba Inuzuka'+'Genin' Ninja cards. Show them to your opponent and put them in Bravado Mus031 set7 mUS031 Lightning/Wind 1 1 0 Mission C Permanent (3) Effect: Designate a Jutsu card name. When this card is sent to your Chakra area, search your deck for one copy of the designated Jutsu card, show it to your opponent and place it in your hand. Then, shuffle your Deck. The 9th Match Mus032 set7 mUS032 Lightning/Wind 1 1 0 Mission U Effect: Search for 1 'Gaara of the Desert' +'An Entrance cost of 2 or lower' or 'Rock Lee' Ninja card in your Deck or Discard Pile, show it to your opponent and place it in your hand. Then, shuffle your Deck. Take it again! Mus033 set7 mUS033 Wind 1 1 0 Mission U Permanent (3) Effect: Every time your opponent draws 1 or more cards due to their effect and its effect is applied successfully, that player randomlydiscards the same amount of cards. Incarnation of The Nine-Tailed Fox Spirit Mus034 set7 mUS034 Lightning 5 1 0 Mission U Effect: Discard 9 cards from the top of your Deck. In that case, place this Mission card in your Village as a following Ninja: (Name: 'The Nine Tailed Fox Spirit' / Entrance cost: 9 / Hand cost: 1 / Power: 9/9 (Healthy and Injured status) / Characteristic Forbidden Word Mus035 set7 mUS035 Earth 3 1 0 Mission C Effect: Designate a Jutsu or a Mission card name. Then, look at all the cards in your opponent's hand and discard all the cards with the designated name. Shadow of The Nine-Tailed Fox Spirit Mus036 set7 mUS036 Lightning 2 1 0 Mission R Permanent (3) Target: Your 'Naruto Uzumaki' Effect: When the target's Team is Blocked, if the Team Power of the target is lower than the Team Battling against the target, the target gets +2/+0 during the turn. Pretty Please! Mus037 set7 mUS037 Earth/Wind 3 1 0 Mission C Effect: If your opponent has a 'Irresistible!' Mission card in their Village when you play this card, you can select 1 of the following effects and apply it. (1) Look at all of your opponent's Battle Rewards if there are any, select up to 3 cards among th Irresistible! Mus038 set7 mUS038 Earth/Wind 3 1 0 Mission C Permanent (3) Effect: When this card is played, this card is moved to your opponent's Village. While in their Village, your opponent controls this card. Raid of Akatsuki Mus039 set7 mUS039 Fire/Water 4 1 0 Mission U Effect: Search for 1 'Itachi Uchiha' or 'Kisame Hoshigaki' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Youthful Appearance Mus040 set7 mUS040 Earth/Water 5 1 0 Mission U Effect: Search for 1 'The First Hokage' or 'The Second Hokage' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Naruto Uzumaki N224 set7 n224 Lightning 0 0 0 Ninja Leaf Genin Male Growth Clone Status 0/0 3/1 Ninjutsu U <> Valid: While your opponent has 'Sasuke Uchiha' in play, this Ninja gets +2/+0. Sasuke Uchiha N225 set7 n225 Fire 0 0 0 Ninja Leaf Genin Male Sharingan Eye Growth 3/1 0/0 Ninjutsu U <> While your opponent has 'Naruto Uzumaki' in play, this Ninja gets +2/+0. Kiba Inuzuka & Akamaru N226 set7 n226 Earth/Fire 1 0 0 Ninja Leaf Genin Male Ninja Dog Animal Platoon 3/1 2/1 Fang C <> When this Ninja is sent out to Attack and is not blocked, you can select 1 of your opponent's Battle Rewards at random and move it to its original owner's hand. In that case, move 1 of the cards in your hand to your opponent's Battle Reward are Shikamaru Nara N227 set7 n227 Earth 2 0 0 Ninja Leaf Chunin Male Mental Power: 4 1/3 0/1 Shadow R <> Valid: If this Ninja is sent out to Attack with a 'Genin' Ninja as the Head Ninja, that 'Genin' Ninja gets +1/+0 during the turn. Valid: If this Ninja is sent out to Block with a 'Genin' Ninja as a Back Ninja, that 'Genin' Ninj Choji Akimichi N228 set7 n228 Earth 0 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Food C <> Valid: While your opponent has 4 or more Battle Rewards, this Ninja gets +2/+0. Kakashi Hatake N229 set7 n229 Fire 5 1 1 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu R <> When this Ninja is put in play, each player must choose 1 of their in-play 'Genin' Ninjas, if they have any, and return it to its original owner's hand. Hinata Hyuga N230 set7 n230 Earth 0 0 0 Ninja Leaf Genin Female Byakugan Growth 0/1 0/1 Taijutsu C <> Valid: While you have 'Naruto Uzumaki' in play, this Ninja gets +0/+1. Neji Hyuga N231 set7 n231 Earth 2 0 0 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu U <<360-DEGREE FIELD OF VISION>> Valid: When this Ninja is sent out to Attack, you can select and look at all the cards in your opponent's hand except one. Shikamaru Nara N232 set7 n232 Earth 2 0 0 Ninja Leaf Chunin Male Mental Power: 4 1/3 0/1 Shadow C <> This Ninja can only be included in a Team with only 'Genin' Ninja(s). Naruto Uzumaki & Konohamaru N233 set7 n233 Fire/Lightning 1 0 0 Ninja Leaf Genin Ninja Academy Student Male Platoon 2/1 4/1 Ninjutsu/Oil U <> At the beginning of the Battle Phase, you can change this Ninja to injured status. Valid: Every in-play 'Ninja Academy Student' Ninja except this Ninja gets +1/+1. Shikamaru Nara & Choji Akimichi N234 set7 n234 Earth/Lightning 1 0 0 Ninja Leaf Chunin Genin Male Platoon Mental Power: 4 3/3 0/0 Shadow/Food R <> When this Ninja is sent out to Attack, it gets +1/+0 during the turn. When this Ninja is sent out to Block, it gets +0/+1 during the turn. Naruto Uzumaki N235 set7 n235 Lightning 0 0 0 Ninja Leaf Genin Male Growth 1/1 3/1 Ninjutsu C <> Valid: When this Ninja's Team wins 1 or more Battle Rewards as a result of the Showdown, select and move 1 of your opponent's in-play Ninjas, of which you are the original owner, to your Village. Sasuke Uchiha N236 set7 n236 Fire 1 0 0 Ninja Leaf Genin Male Sharingan Eye 4/1 0/0 Taijutsu R <> When your opponent puts a 'Orochimaru' or a second 'The Four Sound Ninja' in play, move this Ninja to your opponent's Village. Sakura Haruno N237 set7 n237 Wind 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon C <> Valid: While your opponent has 'Sasuke Uchiha' in play, the Power of your in-play 'Naruto Uzumaki' gets +1/+0. Shikamaru Nara N238 set7 n238 Earth 3 0 0 Ninja Leaf Chunin Male Mental Power: 4 1/3 0/1 Shadow R <> You can organize a Team of 5 Ninjas with this Ninja and 4 other 'Genin' Ninjas. Choji Akimichi N239 set7 n239 Earth 0 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Food R <> When this Ninja is put in play, you can search for 1 'The Triad Colored Pills' Mission card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Neji Hyuga N240 set7 n240 Earth 2 0 0 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu C <> Valid: While this Ninja is in injured status, it is not discarded even if it receives any Damage. Additionally, if this Ninja receives any Damage while in injured status, return this in-play Ninja to the top of its original Kiba Inuzuka N241 set7 n241 Fire 1 0 0 Ninja Leaf Genin Male Animal Growth 2/1 0/0 Fang U <> When this Ninja is sent out to Attack as a Head Ninja, its Team cannot be blocked by a Team of 1 Ninja. Akamaru N242 set7 n242 Fire 1 0 0 Ninja Leaf Ninja Dog Animal Growth 0/1 0/0 Fang C <> Valid: While 'Kiba Inuzuka' is in the same Team as this Ninja, that 'Kiba Inuzuka' gets +1/+0. Genma Shiranui N243 set7 n243 Fire 3 0 0 Ninja Leaf Special Jonin Male 4/2 2/1 Weapon C <> When this Ninja is put in play, draw 1 card. If this Ninja's Team is blocked by 1 or more non-'Leaf' Ninjas, discard 1 of your Chakras. Raido Namiashi N244 set7 n244 Fire 3 0 0 Ninja Leaf Special Jonin Male 4/2 3/1 Ninjutsu C <> If this Ninja is put in play when you have 1 or less Battle Reward, you win 1 Battle Reward. If this Ninja's Team is blocked by 1 or more non-'Leaf' Ninjas, discard 1 of your Chakras. Iwashi Tatami N245 set7 n245 Lightning 2 0 0 Ninja Leaf Chunin Male 3/1 1/1 Ninjutsu U <> Valid: When this Ninja is sent out to Battle, place a Ninja Blade coin (symbolizing a Mission coin) on it. If this Ninja has 2 or more Mission coins at the end of your turn, you can remove them to draw 1 card. Shizune N246 set7 n246 Wind 3 0 1 Ninja Leaf Special Jonin Female Medical Mental Power: 1 3/3 1/2 Medicine C When 1 of your Ninjas receives a total of 2 or more Damage from a Jutsu card, you can reduce the Damage by 1. This effect can be applied up to twice per turn. The Fifth Hokage N247 set7 n247 Wind 6 1 0 Ninja Leaf Satoosa Sannin Female Medical Mental Power: 3 Name: Tsunade 8/1 4/1 Medicine SR <> At the beginning of your turn's Battle Phase, you can place 1 of your 'Leaf + Genin' Ninjas in any of your Teams in any position. Idate Morino N248 set7 n248 Lightning 0 0 1 Ninja Wasabi Family Rogue Ninja Genin Male 1/1 0/0 Running C <> If you have 1 or more Ninjas with a 'Lightning' symbol in play, this Ninja is not included in the '1 Ninja per turn' restriction. Aoi Rokusho N249 set7 n249 Water 4 0 1 Ninja Rain Jonin Male 5/2 3/1 Weapon U <> When this Ninja's Team wins a Victory or an Outstanding Victory, move 1 of your opponent's Battle Rewards, if they have any, to its original owner's Chakra area. Kidomaru N250 set7 n250 Water 3 0 0 Ninja Sound Male The Four Sound Ninja Growth 4/2 2/2 Sound SR <> At the beginning of your turn, If this Ninja has no Growth coins on it, you can discard 2 of your Chakras to place 1 Growth coin on it. Jirobo N251 set7 n251 Water 3 0 0 Ninja Sound Male The Four Sound Ninja Growth 5/1 0/0 Sound SR <> At the beginning of your turn, If this Ninja has no Growth coins on it, you can discard 2 of your Chakras to place 1 Growth coin on it. Sakon N252 set7 n252 Water 3 0 1 Ninja Sound Male The Four Sound Ninja Growth 4/3 0/1 Sound SR <> At the beginning of your turn, If this Ninja has no Growth coins on it, you can discard 2 of your Chakras to place 1 Growth coin on it. Tayuya N253 set7 n253 Water 3 0 0 Ninja Sound Female The Four Sound Ninja Growth 3/3 1/3 Sound SR <> At the beginning of your turn, If this Ninja has no Growth coins on it, you can discard 2 of your Chakras to place 1 Growth coin on it. Kimimaro N254 set7 n254 Water 4 0 2 Ninja Sound Male 6/3 5/2 Bone SR <> This Ninja is put in play in injured status. If you have either or both 'Orochimaru' or 'Kabuto Yakushi' in play when this Ninja is put in play, you can heal this Ninja at the end of the turn. Naruto Uzumaki N284 set7 n284 Lightning 0 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Ninjutsu R <> Valid: While this Ninja is in injured status, it gets +X/+0. X = the highest Entrance cost among your opponent's in-play Ninjas. Sakura Haruno N285 set7 n285 Wind 1 0 1 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon R <> While this Ninja is Battling as the Blocker in the same Team as 'Shikamaru Nara,' this Ninja's Team and your opponent's Team Battling against This Ninja's Team perform a Mental Power Battle. Shikamaru Nara N286 set7 n286 Earth 2 0 1 Ninja Leaf Chunin Male Mental Power: 4 1/3 0/1 Shadow R <> At the end of the turn that this Ninja was sent out to Attack, you can place a Growth coin on 1 Genin Ninja that has no Growth coins on it and was sent out to Attack in the same Team as this Ninja during this turn. Gaara of the Desert N287 set7 n287 Wind 2 0 1 Ninja Sand Genin Male 4/1 2/1 Sand R <> When this Ninja receives 1 or more Damage on a single occasion, discard the same amount of your Chakra. Then, negate the Damage. If you can not, this Ninja receives Damage as usual. Naruto Uzumaki Nc001 set7 nC001 Lightning 1 0 1 Ninja Leaf Genin Male Clone Status Growth 0/0 3/1 Ninjutsu U <> Valid: Each Growth coin on this Ninja is treated as a Growth coin symbolizing +2/+2 instead of +1/+1. Sasuke Uchiha Nc002 set7 nC002 Fire 1 0 0 Ninja Leaf Genin Male Sharingan Eye 3/1 0/0 Taijutsu C <> When this Ninja is put in play, place 1 Growth coin on it for each 'Sasuke Uchiha' in your Chakra area and Discard Pile. Sakura Haruno Nc003 set7 nC003 Wind 1 0 1 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon U <> When this Ninja is sent out to Battle and opposed, you can flip a Ninja Blade coin; If it's heads, this Ninja's Team and your opponent's Team Battling against this Ninja's Team perform a Mental Power Battle during the turn. Shikamaru Nara Nc004 set7 nC004 Earth 3 0 1 Ninja Leaf Chunin Male Mental Power: 4 1/3 0/1 Shadow C <> Valid: When this Ninja becomes the user of a Jutsu card, flip a Ninja Blade coin; If it's heads and the effect of the Jutsu card is applied, move that Jutsu card to its original owner's hand instead. Rock Lee Nc005 set7 nC005 Lightning 1 0 0 Ninja Leaf Genin Male Growth 3/1 2/1 Taijutsu C <> Valid: When this Ninja is discarded as a result of the Showdown, flip a Ninja Blade coin; If it's heads, return this Ninja to your Village in injured status instead. Kakashi Hatake Nc006 set7 nC006 Fire 5 1 0 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu U <> When this Ninja becomes the user of a Jutsu card, flip a Ninja Blade coin; If it's heads, every Chakra discarded as the card's Jutsu cost is returned from your Discard Pile to your Chakra area. Haku Nc007 set7 nC007 Water 3 0 1 Ninja Mist Rogue Ninja Male Mental Power: 2 4/2 2/1 Ice U <> When this Ninja is put in play, flip a Ninja Blade coin; If it's heads, you can deploy 1 additional Ninja during the turn. Itachi Uchiha Nc008 set7 nC008 Fire 6 1 0 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye 6/3 2/3 Genjutsu U <> If this Ninja's Team wins a Victory or an Outstanding Victory, flip a Ninja Blade coin; If it's heads, select up to 2 of the cards in your opponent's hand at random and discard them. Naruto Uzumaki & Gamabunta Nc009 set7 nC009 Lightning/Water 6 1 0 Ninja Leaf Genin Male Ninja Toad Platoon 9/1 8/1 Ninjutsu/Oil SR <> At the beginning of your turn, if you have no other Ninjas with an 'Oil' Combat Attribute besides this Ninja, flip a Ninja Blade coin; If it's tails, this Ninja cannot be sent out to Battle during the turn. Sasuke Uchiha & Sakura Haruno Nc010 set7 nC010 Fire/Wind 1 0 0 Ninja Leaf Genin Male Female Sharingan Eye Platoon Mental Power:3 3/2 0/0 Taijutsu/Weapon R <> Valid: When this Ninja is changed to injured status as a result of the Showdown, you can discard 1 of your Battle Rewards. In that case, heal this Ninja and place 1 Growth coin on it. Neji Hyuga & Tenten Nc011 set7 nC011 Earth/Wind 2 0 0 Ninja Leaf Genin Male Female Byakugan Platoon Mental Power:1 4/1 4/1 Taijutsu/Weapon R <> While this Ninja's Team is Battling against your opponent's Team of 2 or more Ninjas, this Ninja gets +1/+1 during the turn. Kakashi Hatake & Iruka Umino Nc012 set7 nC012 Fire/Lightning 5 1 0 Ninja Leaf Jonin Chunin Male Sharingan Eye Platoon Mental Power:1 6/3 2/3 Genjutsu/Weapon R <> When this Ninja is sent out to Battle, all your in-play 'Leaf + Genin' Ninjas get +1/+1 during the turn. Asuma Sarutobi & Kurenai Yuhi Nc013 set7 nC013 Earth/Wind 5 0 0 Ninja Leaf Jonin Male Female Platoon Mental Power:1 6/4 3/3 Weapon/Genjutsu R <> While this Ninja is in your hand and you have 'Asuma Sarutobi' in play, this Ninja gets -1 Entrance cost. If this Ninja is put in play while you have 'Kurenai Yuhi' in play, place 1 Growth coin on this Ninja. Jiraiya & Tsunade Nc014 set7 nC014 Lightning/Wind 8 2 0 Ninja Leaf Sannin Male Female Medical Platoon Mental Power:3 9/2 6/2 Oil/Medicine SR <> The Power of every Ninja with an Entrance cost of 4 or less becomes 0/0 while they are Battling against this Ninja. Pakkun & Tonton Nc015 set7 nC015 Lightning/Wind 0 0 Ninja Leaf Ninja Dog Pig Animal Platoon 0/1 0/0 Fang/Pig C <> Valid: When this Ninja is put in play, move up your Turn Marker by 1. Zabuza Momochi & Haku Nc016 set7 nC016 Water/Wind 5 1 Ninja Mist Rogue Ninja Jonin Male Platoon Mental Power:2 6/4 4/2 Mist/Ice R <> Valid: While you have 'Haku' in your Chakra area, this Ninja cannot be the target of your opponent's Jutsu cards. The First Hokage Nus041 set7 nUS041 Earth 6 1 Ninja Leaf Satoosa Male Mental Power: 2 6/3 5/2 Wood SR <> When this Ninja is sent out to Battle and opposed, you can change 1 of your opponent's Ninjas Battling against this Ninja to injured status. That Ninja's Entrance cost has to be 4 or lower. The Second Hokage Nus042 set7 nUS042 Water 6 1 Ninja Leaf Satoosa Male Mental Power: 2 6/4 3/3 Water SR <> When this Ninja is sent out to Battle and opposed, you can change 1 of your opponent's Ninjas Battling against this Ninja to injured status. That Ninja's Entrance cost has to be 4 or lower. Gaara of the Desert (Possessed Mode) Nus043 set7 nUS043 Wind 5 1 Ninja Sand Genin Male Name: Gaara of the Desert 6/1 5/1 Sand R <> Valid: This Ninja can only be put in play when you discard your in-play 'Gaara of the Desert' with 'An Entrance cost of 2 or lower' and 2 of your Chakra with a 'Wind' Symbol during your Mission Phase. When this Ninja becomes the Gaara of the Desert Nus044 set7 nUS044 Wind 2 0 Ninja Sand Genin Male 4/1 2/1 Sand U <> Valid: When this Ninja is removed from play by the effect of your opponent's Ninjas or Jutsu cards, you can select and discard 1 of your other Ninjas in this Ninja's Team instead. In that case, this Ninja cannot be removed from play by th Itachi Uchiha Nus045 set7 nUS045 Fire 6 1 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye 6/3 2/3 Genjutsu C <> All the effect texts of your opponent's in-play 'Sasuke Uchiha' and 'Kakashi Hatake' are negated. Jiraiya Nus046 set7 nUS046 Lightning 6 1 Ninja Leaf Sannin Male 7/2 6/2 Oil U <> Valid: When any of your Ninjas in this Ninja's Team receives Damage or is/are removed from play by the effects of your opponent's Ninja's effect, you can discard 2 of your Chakra. In that case, none of your Ninjas in this Ninja's Te Konohamaru Nus047 set7 nUS047 Lightning 0 0 Ninja Leaf Ninja Academy Student Male 0/0 1/1 Ninjutsu C <> Any 'Jonin' or higher Rank non-'Platoon' Ninja(s) with a 'Lightning' Symbol in your hand gets -1 Hand cost. Pakkun Nus048 set7 nUS048 Lightning 2 0 Ninja Leaf Ninja Dog Animal 0/0 0/0 Fang C <> Your opponent cannot use any counter Mission cards. Tsunade Nus049 set7 nUS049 Wind 6 1 Ninja Leaf Satoosa Sannin Female Medical Mental Power: 3 8/1 4/1 Medicine U <> Valid: When any of your Ninjas in this Ninja's Team is removed from play by the effects of your opponent's Ninjas or Jutsu cards, you can select and discard 1 of your opponent's Ninjas Battling against this Ninja. Inochi Yamanaka & Ino Yamanaka Nus050 set7 nUS050 Earth/Lightning 5 0 Ninja Leaf Jonin Genin Male Female Platoon Mental Power: 1 5/4 0/4 Mind R <> During the Mission Phase, you can select 1 of your opponent's Ninjas. That selected Ninja can only be sent out to Battle as a Head Ninja during the turn. Tenten Nus051 set7 nUS051 Earth 1 0 Ninja Leaf Genin Female Growth Mental Power: 1 1/1 1/1 Weapon C <> While the Head Ninja of this Ninja's Team is a 'Rock Lee' or a 'Neji Hyuga', the Head Ninja cannot receive any Damage by a Defeat in the Showdown. Temari Nus052 set7 nUS052 Wind 1 0 Ninja Sand Genin Female Mental Power: 1 0/2 0/0 Weapon C <> Valid: Each of your opponent's Ninjas Battling against this Ninja cannot reduce or ignore the Jutsu cost when it become the user of Jutsu cards. ? Ino Yamanaka Nus053 set7 nUS053 Earth 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 0/1 0/1 Mind U <> While this Ninja is in the same Team as 'Shikamaru Nara', Jutsu cards used by this Ninja cannot be negated. Sakura Haruno Nus054 set7 nUS054 Wind 0 0 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon U <> You can change this Ninja to injured status. In that case, this Ninja and all the other Ninjas in this Ninja's Team cannot be removed from play by the effects of your opponent's Ninjas or Jutsu cards during the turn. Teyaki Uchiha C032 set8 c032 Earth/Fire 1 0 Client Leaf Male U Effect: Each time your Ninja with 'Uchiha' in its name is put in play, draw 1 card. Uruchi Uchiha C033 set8 c033 Fire/Wind 1 0 Client Leaf Female C Effect: Each time your Ninja with 'Uchiha' in its name is put in play, you can heal 1 of your injured Ninjas. Leaf's Severe Hurricane J232 set8 j232 Lightning 2 Jutsu U Target: User Effect: The target gets +2/+0 during this turn. If the user has a 'Taijutsu' Combat Attribute, it gets an additional +2/+0 during this turn. Loopy Fist J233 set8 j233 Lightning L Jutsu R Target: Each of your Potion coins Effect: The target is treated as a Ninja Blade coin symbolizing +2/+2 instead during this turn. Suicidal Action J234 set8 j234 Fire F 1 Jutsu C Requirements: 'Leaf' Target: User and 1 Ninja Batting against the user Effect: Give 1 Damage to the target. Dynamic Marking J235 set8 j235 Fire 0 Jutsu C Requirements: 'Akamaru' Effect: Look at the top 5 cards of your opponent's Deck and return them to the top of the same Deck in the original order. While this Jutsu card is in your Chakra area, each time your 'Akamaru' is sent out to Attack, discard the t Wolf Fang Over Fang J236 set8 j236 Fire F F 1 Jutsu R Requirements: 'Double-Headed Wolf' Effect: Discard up to X number of cards from the top of your opponent's Deck. X = the user's current Combat value. The maximum value of X is 10. The 'Wolf Fang Over Fang' Jutsu card's effect can only be applied once per Arhat Fist J237 set8 j237 Water W Jutsu U Requirements: 'Jirobo' + 'State 2' Target: User Effect: If the target's Team wins a Victory or an Outstanding Victory during this turn, discard up to 3 of your opponent's Battle Rewards. Spider Bow: Fierce Rip J238 set8 j238 Water W W Jutsu R Requirements: 'Kidomaru' + 'State 2' Target: 1 Ninja Effect: Flip a Ninja Blade coin twice; If you get heads at least once, give 2 Damage to the target. Multiple Fists Barrage J239 set8 j239 Water 1 Jutsu C Requirements: 'Sakon' or 'Ukon' Target: User Effect: The target gets +3/+0 during this turn. Summoning Jutsu: Rashomon J240 set8 j240 Water W Jutsu U Requirements: 'Sakon' + 'State 2' Target: Every Jutsu card being played except this card Effect: Negate and discard the target. Parasitic Demon Jutsu J241 set8 j241 Water W Jutsu U Requirements: 'Ukon' + 'State 2' Effect: Select 1 of the cards in your opponent's hand at random and discard it. If the discarded card is a Ninja card, discard an additional card at random. Summoning Jutsu J242 set8 j242 Water W W Jutsu C Requirements: 'Tayuya' Effect: Search for 1 'Doki' Ninja card in your Deck and place it in the user's Team as the Head Ninja. Then, shuffle your Deck. Demon Revolution J243 set8 j243 Water W Jutsu U Requirements: 'Tayuya' Target: Every Ninja Battling against the user Effect: If the user is in the same Team as 'Doki,' the target's Power becomes X/X during this turn. X = the lowest value among the target's Combat and Support values. Demon Flute: Chains of Fantasia J244 set8 j244 Water W X Jutsu U Requirements: 'Tayuya' + 'State 2' Target: X number of Ninjas Effect: The target gets +0/-3 during this turn. Willow Dance J245 set8 j245 Water W 1 Jutsu C Requirements: 'Kimimaro' Target: User Effect: The target gets +X/+0 during this turn. X = the total number of your opponent's in-play healthy Ninjas. Camellia Dance J246 set8 j246 Water W Jutsu C Requirements: 'Kimimaro' Target: User Effect: The target gets +3/+3 during this turn. Larch Dance J247 set8 j247 Water W W Jutsu U Requirements: 'Kimimaro' Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin once for each target. Change every Ninja that got heads to injured status. Ultimate Defense: Shield of the Shukaku J248 set8 j248 Wind N Jutsu SR Requirements: 'Gaara of the Desert' + 'An Entrance cost of 4 or more' Target: The user's Battling Team Effect: If the user is Battling as a Blocker, the target gets +10 Team Power or +10 Team Mental Power during this turn. If the target's Team wins an Ou Puppet Show, Secret Black Move, Iron Maiden J249 set8 j249 Wind N N 1 Jutsu C Requirements: 'Kankuro' Target: 1 Ninja Battling against the user Effect: If the user is in the same Team as both 'Crow' and 'Black Ant,' give 2 Damage to the target. Cyclone Scythe Jutsu J250 set8 j250 Wind N 2 Jutsu C Requirements: 'Temari' Target: 1 Ninja Battling against the user Effect: Return the target to its original owner's hand. If the target has a 'Water' symbol, move it to the bottom of its original owner's Deck instead. Shadow Strangle Jutsu J251 set8 j251 Earth E E Jutsu U Requirements: 'Shadow' Combat Attribute + 'Chunin' or higher Rank Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin; If it's heads, discard the target. If it's tails, the target gets -3/-3 during this turn. Clematis Dance: Vine J252 set8 j252 Water W 1 Jutsu U Requirements: 'Kimimaro' + 'State 2' Target: 1 Back Ninja Battling against the user Effect: Change the target to the Head Ninja of its Team. In addition, the target's Power becomes 0/0 during this turn. Clematis Dance: Flower J253 set8 j253 Water W Jutsu R Requirements: 'Kimimaro' + 'State 2' Target: User Effect: The target gets +5/+0 during this turn. Also, if the target's Team wins a Victory or an Outstanding Victory, give 2 Damage to 1 Ninja Battling against the target. Excellent Teamwork J254 set8 j254 Earth 2 Jutsu C Target: User's Team Effect: The target gets +X Team Power or +X Team Mental Power during this turn. X = the total number of 'Naruto Uzumaki,' 'Kiba Inuzuka,' 'Shikamaru Nara,' 'Choji Akimichi,' and 'Neji Hyuga' you have in play. Rasengan J255 set8 j255 Lightning L L 1 Jutsu R Requirements: 'Naruto Uzumaki' + 'Clone status' Target: User Effect: The target gets +7/+0 during this turn. In addition, if the target's Team wins a Victory or an Outstanding Victory, you can move up to 2 of your opponent's Battle Rewards to your Chakra Chakra Threads J256 set8 j256 Lightning L Jutsu C Requirements: 'Fuma Clan' + 'An Entrance cost of 3 or more' Target: (1) User ?????(2) 1 Ninja Battling against the user Effect: During this turn, each time target (1) receives any Damage, give 1 Damage to target (2). Chidori J259 set8 j259 Fire F F 1 Jutsu R Requirements: 'Sasuke Uchiha' + 'An Entrance cost of ? or higher' Target: User Effect: The target gets +7/+0 during this turn. In addition, if the target's Team wins an Outstanding Victory, select up to 2 of the cards in your opponent's hand at random and Fuma Ninja Sword: Horse Slayer J260 set8 j260 Fire 1 Jutsu C Requirements: 'Fuma Clan' Target: User Effect: The target gets +3/+0 during this turn. Demon Flute: Musical Manipulation J263 set8 j263 Water W 1 Jutsu C Requirements: 'Tayuya' Effect: Any Team cannot perform a Mental Power Battle during this turn and the next turn. Bracken Dance J264 set8 j264 Water W W W 1 Jutsu SR Requirements: 'Kimimaro' + 'State 2' Target: Each of your opponent's Ninjas Effect: Change the target to injured status. Fuma Ninja Art: Binding Mandala J265 set8 j265 Water W W Jutsu C Requirements: 'Fuma Clan' + 'Satoosa' Target: 1 Ninja Effect: Flip a Ninja Blade coin; If it's heads, the target's Power becomes 0/0 during this turn. If it's tails, move the target to its original owner's hand. Regenerative Healing Jutsu J266 set8 j266 Wind N Jutsu C Requirements: 'Medical' Effect: Move X number of cards in your Discard Pile to the top of your Deck in any order you like. X = the number of your in-play Ninjas with “Medical”. Sand Shower J267 set8 j267 Wind N Jutsu U Requirements: 'Sand' Combat Attribute Target: 1 Ninja Effect: Flip a Ninja Blade coin; If it's heads, give 1 Damage to the target. Sand Tsunami J268 set8 j268 Wind N N N 1 Jutsu R Requirements: 'Sand' Combat Attribute + 'An Entrance cost of 4 or more' Target: Every Ninja in 1 of your opponent's Teams Effect: Change the target to injured status. Giant Sand Burial J269 set8 j269 Wind N N 1 1 Jutsu R Requirements: 'Sand' Combat Attribute + 'An Entrance cost of 4 or more' Target: All of your opponent's injured Ninjas Effect: Discard the target. Sand Tomb J270 set8 j270 Wind N N 1 Jutsu R Requirements: 'Sand' Combat Attribute + 'An Entrance cost of 4 or more' Target: 1 Ninja Effect: Move the target to the bottom of its original owner's Deck. Ninja Art: Wind Spider J271 set8 j271 Earth E E 1 Jutsu U Requirements: 'Jigumo' Target: (1) User's Team (2) 1 of your Battling Teams Effect: Place every Ninja of target (1) in any position in target (2). Ninja Art: Doodlebug Jutsu J272 set8 j272 Earth E E 1 1 Jutsu U Requirements: 'Kagero' Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin twice for each target. Discard every Ninja that got heads both times. Kagero Ninja Art: Bubbles J273 set8 j273 Earth E 1 Jutsu U Requirements: 'Kagero' + 'Female' Target: 1 Ninja Effect: Give 2 Damage to the target. Move the user to either the top or bottom of its original owner's Deck at the end of this turn if it is in your Village. Toad Mouth Trap Jus045 set8 jUS045 Lightning L L 1 Jutsu R Requirements: 'Jiraiya' Target: Every Ninja in 1 of the Teams being sent out to Battle Effect: Flip a Ninja Blade coin once for each target. Every Ninja that got heads becomes a Stand-By Ninja and cannot be sent out to Battle during the next turn. Paper Bomb Jus046 set8 jUS046 Wind N 1 Jutsu C Requirements: 'Chunin' or higher Rank Target: User and 1 Ninja Batting against the user Effect: Give 1 Damage to the target. Motto Jus047 set8 jUS047 Lightning L 1 1 Jutsu U Requirements: 'Jiraiya' Target: Every Ninja with both a 'Water' Symbol and an Entrance cost of 4 or lower Battling against the user Effect: The Power of the target becomes 0/0 during the turn. Rapid Movement Jus048 set8 jUS048 Fire 2 1 Jutsu C Target: User Effect: Move the user to any of your Battling Teams in any position. Additional Blow Jus049 set8 jUS049 Earth 1 1 Jutsu C Requirements: 'Taijutsu' Combat Attribute Target: 1 Ninja Battling against the user Effect: The next time the target receives any Damage during this turn, give 1 additional Damage to the target when Damage is applied. Thinking Mode Jus050 set8 jUS050 Earth E 1 Jutsu C Requirements: “Mental Power” of 1 or more Effect: Look at all the cards in your opponent's hand. Then, draw a card. Unexpected Attack Jus051 set8 jUS051 Lightning L 1 2 Jutsu U Target: User Effect: The user gets +2/+2 during the turn. This Jutsu card can be used even when it is in your Discard Pile. In that case, move this Jutsu card to the bottom of your Deck instead after the effect is applied. Multiple Attacks Jus052 set8 jUS052 Earth E 2 1 Jutsu U Requirements: Blocker's Ninja Target: Every Head Ninja of your opponent's Teams being sent out to Battle Effect: Flip a Ninja Blade coin once for each target. Give 1 Damage to every Ninja that got heads. One Last Punch Jus053 set8 jUS053 Lightning 2 1 Jutsu C Requirements: Injured Ninja Effect: Double the user's original injured printed Combat value. Discard the user after the Showdown. Fire Style: Fireball Jutsu Jus054 set8 jUS054 Fire F F 1 1 Jutsu U Target: Every Ninja with a 'Water' Symbol Battling against the user Effect: Give 1 Damage to the target. Tsukuyomi Jus055 set8 jUS055 Fire F F F 1 Jutsu R Requirements: 'Itachi Uchiha' Target: 1 Ninja Battling against the user Effect: Shuffle the target into your opponent's hand. Then, reveal a card from your opponent's hand at random until a card with the same name is revealed. Then, return the target to Threat Jus056 set8 jUS056 Earth E 1 Jutsu C Requirements: 'Neji Hyuga' Target: 1 Ninja with 1 or less Entrance cost Effect: The Power of the target becomes 0/0 during the turn. Sudden Encounter M236 set8 m236 Lightning 1 1 1 Mission C Counter Effect: All of your in-play Ninjas are unaffected by Mission cards during this turn. Fake M237 set8 m237 Lightning 2 1 1 Mission U Permanent Effect: Each time a Ninja uses a Jutsu card and its effect is applied successfully, the player who controls that Ninja draws 1 card and discards 1 card. The Handsome Devil Returns M238 set8 m238 Lightning 3 1 1 Mission U Counter Target: 1 of your injured Ninjas Effect: Heal the target and place it in any of your Teams in any position. The target gets +1/+1 during this turn and the next turn. Man-Beast Transformation Combo M239 set8 m239 Fire 2 1 1 Mission R Effect: You can search for 1 'Double-Headed Wolf' Ninja card or 1 'Wolf Fang Over Fang' Justu card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Berserk M240 set8 m240 Fire 3 1 1 Mission U Effect: Reveal the top 3 cards of your opponent's Deck. Move all the Jutsu cards among the revealed cards to their original owner's hand and discard the other cards. Predicament M241 set8 m241 Fire 2 1 1 Mission C Permanent Effect: Any Team with 1 or less Team Power cannot win any Battle Rewards in the Showdown. Vessel for Dreams M242 set8 m242 Water 3 1 1 Mission C Permanent Effect: This card is also considered to be 1 Battle Reward of the player who controls this card while it is in play. Your opponent can discard 1 of their in-play Ninjas during their Mission Phase to move this card to their Village. While this ca Kaguya Clan M243 set8 m243 Water 4 1 1 Mission R Target: 1 of your Ninjas Effect: While Battling, every Ninja in the target's Team gets +2/+2 during this turn. The target cannot be sent out to Block during the next turn. Monstrous Appearance M244 set8 m244 Water 4 1 1 Mission C Permanent (2) Effect: All of your in-play 'Four Sound Ninjas' Ninjas and 'Kimimaro' get 'State 2'. This Mission card cannot be negated. In the Darkness M245 set8 m245 Wind 1 1 1 Mission U Permanent Effect: Any Ninja cannot be moved to another Team or removed from play by the effects of the other player's Mission cards or Ninja cards. Ally of the Leaf Village M246 set8 m246 Wind 3 1 1 Mission U Counter Effect: If the number of your opponent's in-play Ninjas exceeds yours by 2 or more when you play this Mission card, you can deploy 1 Ninja. The Entrance cost of that Ninja has to be equal or less than the number of your opponent's in-play Ninjas. Busy Life M247 set8 m247 Wind 4 1 1 Mission C Permanent (2) Effect: Neither player can put any 'Satoosa' or 'Sannin' Ninjas in play or send them out to Battle. Selecting the Strongest M248 set8 m248 Water/Wind 4 2 1 Mission SR Effect: Each player selects 1 symbol. Then, each player discards all their in-play Ninjas that do not have the symbol that they selected. Sign for Reunion M249 set8 m249 Earth 1 1 1 Mission C Counter Effect: During this turn, each time 1 of your in-play Ninjas is discarded, move it to the top of its original owners Deck instead. Incurable Illness M250 set8 m250 Earth 2 1 1 Mission U Permanent (2) Effect: If there are 3 or more different symbols among a player's in-play Ninjas, that player cannot deploy any Ninjas. Each player can move 1 of their in-play Ninjas to their Chakra area at the beginning of their turn. Delay in the Assault M251 set8 m251 Water 3 1 1 Mission C Permanent Effect: Neither player can play any 'Counter' Mission cards. Concentration of Power M252 set8 m252 Lightning 3 1 1 Mission U Target: 1 of your Ninjas Effect: During this turn, every Ninja in the target's Team uses their Combat value instead of Support value when calculating their Team Power. One-On-One Fight M253 set8 m253 Earth/Lightning 4 1 1 Mission U Target: (1) Any number of 'Leaf' Ninjas in 1 of your Teams (2) The same number of your opponent's Ninjas as target (1) Effect: Neither target (1) nor target (2) can be sent out to Battle during this turn. At the beginning of the Battle Phase o Power of State 2 M254 set8 m254 Water 2 1 1 Mission SR Permanent Effect: At the beginning of your turn, you can discard 2 of your Chakras. In that case, you can search for 1 Jutsu card that includes 'Requirements: State 2' in your Deck, show it to your opponent and place it in your hand. Then, shuffle your De The Final Valley M255 set8 m255 Fire/Lightning 2 1 1 Mission U Permanent (4) Effect: Any Ninja with the <> effect is unaffected by the opponent's Mission cards (except this card). Visualization of Chakra M256 set8 m256 Lightning 3 1 1 Mission U Permanent (3) Effect: Your 'Naruto Uzumaki' gets the following text: 'Valid: During the Exchange of Jutsu, you can discard X number of your Chakras to give this Ninja +X/+0 during this turn.' Day of Separation M257 set8 m257 Lightning 4 1 1 Mission U Target: (1) 1 of your Ninjas with the highest Combat value (2) 1 of your opponent's Ninjas with the highest Combat value Effect: Move both targets to their original owner's hand. Another Way M259 set8 m259 Fire 6 1 1 Mission R Effect: After this turn ends, you can have 1 additional turn. Neither player can play any Mission cards during that additional turn. Orochimaru's Den M260 set8 m260 Water 1 1 0 Mission C Effect: At the beginning of the Exchange of Jutsu, each player flips a Ninja Blade coin once for each Team they sent out to Battle this turn. Change the Head Ninja of every Team that got heads to injured status. Repetition of the Tragedy M261 set8 m261 Water 4 1 0 Mission C Permanent (2) Effect: At the end of their turn, each player must select 1 of the cards in their hand, if they have any, and discard it. Protean M262 set8 m262 Wind 2 1 0 Mission R Effect: You can search for 1 Jutsu or Mission card among the top 5 cards of your Deck, show it to your opponent, and place it in your hand. Then, return the rest to the top of your Deck in any order you like. Information Gathering M263 set8 m263 Wind 2 1 1 Mission U Effect: Flip a Ninja Blade coin 3 times. Draw 1 card for each heads you get during the flips. Emergency Treatment M265 set8 m265 Earth 0 1 0 Mission R Target: (1) 1 of your Battle Rewards (2) All of your injured Ninjas Effect: Discard target (1) to heal target (2). Ugly Guinea Pig M266 set8 m266 Earth/Water 2 1 0 Mission C Target: 1 of your Ninjas Effect: Move X number of your Ninjas in your hand to your Chakra area to place X number of Ninja Blade coin(s) symbolizing +1/+1 on the target. Time for the Showdown M267 set8 m267 Lightning 3 1 1 Mission R Effect: Each player can search for 1 Jutsu card in their Deck. Then, show it to the opponent at the same time and place it in their hand. Then, shuffle their own Decks. As Equals Mus041 set8 mUS041 Fire/Lightning 2 1 1 Mission U Effect: Remove all Ninja Blade coins of any kind on every in-play Ninja and Client. Binding Threads of the Revenge Mus042 set8 mUS042 Fire 3 1 0 Mission R Effect: If you have either 'Sasuke Uchiha' or 'Itachi Uchiha' in play, and the other one in your Discard Pile or in your Chakra area, move up to 1 copy of the the one that is currently in your Discard Pile or in your Chakra area to your hand. Prompt Instruction Mus043 set8 mUS043 Earth 3 1 0 Mission R Effect: You can deploy up to 2 Ninjas this turn. Temptation Mus044 set8 mUS044 Earth 3 1 1 Mission R Permanent (2) Effect: The effect texts of every 'Male' Ninja are negated. Wrong Person Mus045 set8 mUS045 Lightning/Wind 2 1 0 Mission C Target: 1 Mission card with 'Permanent (X)' that is attached to 1 of your in-play Ninjas Effect: Attach the target to 1 of your other in-play Ninjas. Prohibition of Sharingan Eye Mus046 set8 mUS046 Wind 4 1 0 Mission C Permanent (3) Effect: No Ninjas can be the user of Jutsu cards with 'Requirements: Sharingan Eye'. Announcement of the Pairing Mus047 set8 mUS047 Earth/Wind 4 1 0 Mission R Target: 1 of your Teams Effect: Your opponent can organize their Teams. If the target is sent out to Attack this turn, you select your opponent's Blocking Team for the target and send it out if possible. Reaction of the Power Mus048 set8 mUS048 Fire 3 1 0 Mission C Effect: Your opponent can organize their Teams. If any Ninja's current Power is higher than its original printed value, that Ninja cannot be sent out to Battle during this turn. The Power of Hatred Mus049 set8 mUS049 Fire 3 1 0 Mission U Permanent (2) Target: Every injured Ninja Effect: The target gets +2/+1. Things to Protect Mus050 set8 mUS050 Earth/Water 5 1 0 Mission R Permanent (2) Target: Each of your in-play 'Leaf' Ninjas Effect: While you have 1 or more 'The First Hokage' or 'The Second Hokage' Ninja cards in your Discard Pile, the target gets +1/+1 and +1 Mental Power. Orochimaru N255 set8 n255 Water 6 1 0 Ninja Sound Sannin Male Mental Power: 3 6/4 5/3 Snake R <> If this Ninja is in your hand at the end of your turn, you can send 1 of your in-play Ninjas with a 'Water' symbol and an Entrance cost of 4 or more to your Chakra area. In that case, put this Ninja in play in the same Team as that Ni Naruto Uzumaki N256 set8 n256 Lightning 2 0 0 Ninja Leaf Male Clone Status Growth 2/1 5/1 Ninjutsu C <> While your opponent has 1 or more 'Sound' Ninjas in play, this Ninja's healthy status Combat value becomes the same as its injured status Combat value. Sasuke Uchiha N257 set8 n257 Fire 2 0 0 Ninja Leaf Rogue Ninja Male Sharingan Eye Growth 5/2 0/0 Taijutsu R <> When this Ninja is put in play, discard 1 Jutsu or Mission card in your hand. If you do not, discard this Ninja. Valid: This Ninja cannot be removed from play by the effects of your opponent's Jutsu or Mission cards. Rock Lee N258 set8 n258 Lightning 1 0 0 Ninja Leaf Genin Male Growth 3/1 0/0 Taijutsu SR <> At the beginning of each of your turns, you can place a Ninja Blade coin (symbolizing a Potion coin) on this Ninja. Valid: Each Potion coin on this Ninja is treated as a Ninja Blade coin symbolizing +1/+1 during your turns and -1/-1 during yo Itachi Uchiha N259 set8 n259 Fire 5 1 0 Ninja Leaf Jonin Male Sharingan Eye 6/3 1/3 Genjutsu SR <> When this Ninja is put in play, you can discard X number of your in-play Ninjas. In that case, draw X number of cards. Fugaku Uchiha N260 set8 n260 Fire 4 0 0 Ninja Leaf Jonin Male Sharingan Eye 5/1 4/1 Flame U <> Valid: All your in-play Ninjas with 'Uchiha' in their names get +2/+0 except this Ninja. Mikoto Uchiha N261 set8 n261 Fire 4 0 1 Ninja Leaf Jonin Female 4/3 1/2 Flame C <> Valid: Your in-play 'Sasuke Uchiha' gets +1/+1. Rock Lee & Might Guy N262 set8 n262 Lightning/Wind 5 1 0 Ninja Leaf Genin Jonin Male Platoon 7/1 6/1 Taijutsu SR <> Each Ninja that receives Damage from this Ninja's Team due to the Showdown is moved to the bottom of its original owner's Deck. This Ninja cannot be removed from play by the effects of your opponent's Ninjas or Jutsu cards. Sasuke Uchiha & Itachi Uchiha N263 set8 n263 Fire/Wind 5 1 0 Ninja Leaf Ninja Academy Student Jonin Male Sharingan Eye Platoon 6/4 4/2 Flame/Genjutsu U <> When you put this Ninja in play by sending your in-play “Sasuke Uchiha” to your Chakra area, you can put the same number of Growth coins that was on that “Sasuke Uchiha” on this Ninja. Shikamaru Nara & Temari N264 set8 n264 Earth/Wind 3 0 0 Ninja Leaf Sand Genin Chunin Male Female Platoon Mental Power: 5 4/4 0/3 Shadow/Weapon SR <> During the Exchange of Jutsu, you can discard 2 of your Chakras. In that case, choose one of the following: This Ninja's Team and the Team Battling against this Ninja's Team perform a Mental Power Battle during the turn OR This Ninj Ukon N265 set8 n265 Water 4 0 0 Ninja Sound Male State 2 5/3 1/3 Sound U <> Valid: This Ninja can only be sent out to Battle in the same Team as 'Sakon'. Valid: When you are the Attacker, at the beginning of the Battle Phase, you may move this in-play Ninja into any of your Teams. Kimimaro N266 set8 n266 Water 5 1 0 Ninja Sound Male Growth 6/3 5/2 Bone R <> Each time your opponent's Ninja uses a Jutsu card targeting any of your Ninjas in this Ninja's Team, i?cluding this Ninja, and its effect is applied successfully, the user of that Jutsu receives 1 Damage. Doki N267 set8 n267 Earth 3 0 0 Ninja 4/1 4/1 Spirit C <> Valid: This Ninja can only be sent out to Battle in the same Team as 'Tayuya'. Valid: When you are the Attacker, at the beginning of the Battle Phase, you may move this in-play Ninja into any of your Teams. Gaara of the Desert N268 set8 n268 Wind 4 0 0 Ninja Sand Genin Male 5/2 4/1 Sand SR <> If this Ninja is in your hand during the Exchange of Jutsu, and you have less in-play Ninjas than your opponent, you can place this Ninja as the Head Ninja in your Team with only 'Leaf' Ninja(s) (The Entrance cost of this Ninja has to be Kankuro N269 set8 n269 Wind 2 0 0 Ninja Sand Genin Male 2/2 1/1 Manipulation U <> Valid: While this Ninja is in the same Team as 1 or more 'Puppet' Ninjas, none of the Ninjas in this Ninja's Team, including this Ninja, can be the target of your opponent's Jutsu or Mission cards. Temari N270 set8 n270 Wind 3 0 0 Ninja Sand Genin Female Mental Power: 1 4/3 0/1 Weapon U <> When this Ninja is put in play, you can look at all the cards in your opponent's hand, select 1 Mission card of your choice if there is any, and discard it. Black Ant N271 set8 n271 Wind 2 0 1 Ninja Puppet 2/2 2/2 Weapon C <> Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a 'Manipulation' Combat Attribute. At the beginning of the Exchange of Jutsu, you can select 1 of your opponents Ninjas Battling against this Crow & Black Ant N272 set8 n272 Earth/Wind 3 0 1 Ninja Puppet Platoon 5/5 5/5 Weapon U <> Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a 'Manipulation' Combat Attribute. While this Ninja is Battling, the cost of any “Puppet Show, Secret Black Move, Iron Maiden” Jutsu card(s) in Double-Headed Wolf N273 set8 n273 Fire 3 0 0 Ninja Leaf Animal Name: 'Kiba Inuzuka' Name: 'Akamaru' 5/4 4/3 Fang R <> This Ninja can only be put in play by the following: If this Ninja is in your hand during your Mission Phase, and you have both 'Kiba Inuzuka' and 'Akamaru' in play, you can put this Ninja in play by moving both those 'Kiba Inuzuka' an Naruto Uzumaki N274 set8 n274 Lightning 0 0 0 Ninja Leaf Genin Male Clone Status Growth 0/0 3/1 Ninjutsu U <> Valid: When this Ninja is sent out to Attack by itself, select 1 of your opponent's Teams. This Ninja's Team can only be blocked by the selected Team. Kiba Inuzuka N275 set8 n275 Fire 0 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Fang U <> Valid: While you have both this Ninja and 'Akamaru' in play, if either or both of them are discarded, those Ninjas are moved to the original owner's hand instead of the Discard Pile. Choji Akimichi N276 set8 n276 Earth 1 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Food C <> If this Ninja is a Back Ninja while you have 'Shikamaru Nara' in play, use this Ninja's Combat value instead of its Support value in calculating the Team Power of its Team. Neji Hyuga N277 set8 n277 Earth 2 0 0 Ninja Leaf Genin Male Growth Byakugan 3/1 2/1 Taijutsu R <> Valid: When this Ninja is discarded while in injured status, you can give 1 Damage to 1 Ninja Battling against this Ninja. Naruto Uzumaki & Shikamaru Nara N278 set8 n278 Earth/Lightning 2 0 0 Ninja Leaf Genin Chunin Male Platoon Mental Power: 4 1/3 4/3 Oil/Shadow SR <> Valid: During your opponent's Organization Phase, you can return this in-play Ninja to its original owner's hand. In that case, you can put up to 1 of each 'Naruto Uzumaki' and 'Shikamaru Nara' in your Discard Pile in play. Kimimaro N279 set8 n279 Water 5 1 0 Ninja Sound Male State 2 6/3 5/2 Bone SR <> While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. When this Ninja's Team wins a Victory, you win 1 Battle Reward. When this Ninja Kidomaru N280 set8 n280 Water 4 0 0 Ninja Sound Male The Four Sound Ninja State 2 5/3 2/2 Sound R <> While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. When this Ninja is sent out to Battle and opposed, you can flip a Ninja Blade coi Jirobo N281 set8 n281 Water 4 0 0 Ninja Sound Male The Four Sound Ninja State 2 6/1 4/1 Sound R <> While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. When this Ninja is sent out to Battle, you can select and discard 1 of your opponent's Chakras. I Sakon N282 set8 n282 Water 4 0 0 Ninja Sound Male The Four Sound Ninja State 2 5/3 1/3 Sound R <> While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. While this Ninja is in the same Team as 'Ukon,' it gets +2/+2. Tayuya N283 set8 n283 Water 4 0 1 Ninja Sound Female The Four Sound Ninja State 2 4/4 1/3 Sound R <> While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. Every Ninja Battling against this Ninja gets -1/-1. Naruto Uzumaki N288 set8 n288 Lightning 3 0 0 Ninja Leaf Male Clone Status 4/1 6/1 Ninjutsu SR <> While this Ninja is in your hand and the 'The Final Valley' Mission card is not in play, this Ninja gets +2 Entrance cost. Valid: This Ninja cannot be the target of your opponent's Jutsu cards and is unaffected by the effects of your op Sasuke Uchiha N289 set8 n289 Fire 4 0 1 Ninja Leaf Rogue Ninja Male Sharingan Eye State 2 6/1 4/1 Taijutsu SR <> While this Ninja is in your hand and the 'The Final Valley' Mission card is not in play, this Ninja gets +2 Entrance cost. Valid: This Ninja cannot be the target of your opponent's Jutsu cards and is unaffected by the effects of your op Sakura Haruno N290 set8 n290 Wind 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon C <> Valid: While your opponent has 'Sasuke Uchiha' in play, this Ninja gets +0/+1. Iruka Umino N291 set8 n291 Lightning 2 0 0 Ninja Leaf Chunin Male Mental Power: 1 3/2 2/1 Weapon C <> Valid: All your in-play Ninjas with no effect texts (including the Ninjas with negated effect texts) get +1/+1. Shizune N292 set8 n292 Wind 3 0 0 Ninja Leaf Special Jonin Female Medical Mental Power: 1 3/3 1/2 Medicine R <> At the end of your turn, you can discard 2 of your Chakras with a 'Wind' symbol. In that case, select and move 1 of the cards in your Discard Pile to the top of its original owner's Deck. Kakashi Hatake N293 set8 n293 Fire 5 1 1 Ninja Leaf Jonin Male Sharingan Eye 6/3 3/2 Genjutsu SR <> At the end of the turn that this Ninja was sent out to Battle, you can move 1 of the 'Genin' only Ninjas in your Discard Pile to its original owner's hand. Jiraiya N294 set8 n294 Lightning 6 1 1 Ninja Leaf Sannin Male 7/2 6/2 Oil R <> Valid: While this Ninja is Battling, this Ninja gets +1/+0 for each 'Female' Ninja in its Team and -1/+0 for each 'Female' Ninja in the Team Battling against this Ninja. Gaara of the Desert N295 set8 n295 Wind 4 0 1 Ninja Sand Genin Male 5/2 4/1 Sand R <> When this Ninja is sent out to Battle, you can search for 1 Jutsu card with 'Requirements: 'Sand' Combat Attribute' in the top 5 cards of your Deck, show it to your opponent, and place it in your hand. Then, return the rest to the top of Sasame Fuma N296 set8 n296 Lightning 0 0 0 Ninja Fuma Clan Female 0/1 0/0 Ninjutsu C <> At the end of your turn, you can discard 1 of your Chakras. In that case, put 1 'Fuma Clan' Ninja in your hand in play. (The Entrance cost of the Ninja has to be equal to or less than your Turn Marker.) Kotohime N297 set8 n297 Water 3 0 0 Ninja Fuma Clan Female 3/2 1/1 Hair C <> Every 'Male' Ninja Battling against this Ninja gets +0/-1 during the turn. Hanzaki N298 set8 n298 Fire 3 0 0 Ninja Fuma Clan Male 4/1 3/1 Weapon C <> When this Ninja is sent out to Battle and opposed, your opponent must discard 1 of their Chakras. Kamikiri N299 set8 n299 Earth 3 0 0 Ninja Fuma Clan Male 4/1 3/1 Weapon C <> When this Ninja is sent out to Attack, it gets +1/+0 during the turn. Jigumo N300 set8 n300 Earth 3 0 0 Ninja Fuma Clan Male 4/1 2/1 Spider C <> When this Ninja is sent out to Block, it gets +1/+0 during the turn. Kagero N301 set8 n301 Earth 3 0 0 Ninja Fuma Clan Male 3/2 2/2 Ninjutsu U <> Valid: During the Exchange of Jutsu, you can move this Ninja to your Chakra area. In that case, you can search for 1 'Kagero + Female' in your Deck and put it in play in any position in this Ninja's Team. Then, shuffle your Deck. Kagero N302 set8 n302 Earth 3 0 Ninja Fuma Clan Female 5/5 0/0 Ninjutsu R <> This Ninja cannot be put in play without using the <> effect. When this Ninja is put in play, you can move 1 'Kagero' in your Chakra area to the top of your Deck. Valid: Move this Ninja to the bottom of its original owner' Arashi Fuma N303 set8 n303 Lightning 4 0 Ninja Fuma Clan Male 5/3 3/1 Ninjutsu C Arashi Fuma N304 set8 n304 Water 4 0 Ninja Fuma Clan 6/5 0/0 Ninjutsu U <> This Ninja can use Jutsu cards with 'Requirements: Satoosa.' When this Ninja is put in play, discard 2 of your in-play 'Fuma Clan' Ninjas. If you do not, discard this Ninja. Kimimaro N305 set8 n305 Water 5 1 Ninja Sound Male State 2 6/3 5/2 Bone SR <> While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. During the Exchange of Jutsu, you can switch the positions of the Head Ninja and a Naruto Uzumaki & Sakura Haruno N306 set8 n306 Lightning/Wind 1 0 Ninja Leaf Genin Male Female Clone Status Platoon Mental Power: 3 1/1 2/1 Oil/Weapon R <> When this Ninja is put in play, place a Ninja Blade coin symbolizing +1/+1 on this Ninja for every 2 cards in your hand. (rounded down) Orochimaru Nus055 set8 nUS055 Water 6 1 Ninja Sound Sannin Male Mental Power: 3 6/4 5/3 Snake R <> While this Ninja is Battling, the Power of each Ninja in this Ninja's Team, including this Ninja, and each Ninja in the Team Battling against this Ninja become the original printed value and cannot be changed. Dosu Kinuta Nus056 set8 nUS056 Water 1 0 Ninja Sound Genin Male 1/1 1/1 Sound R <> If this Ninja is sent out to Attack as the Head Ninja, you can do the following after the Showdown. Select and give 1 Damage to 1 of your opponent's Ninjas that were sent out to Block as a Head Ninja during the turn. Zaku Abumi Nus057 set8 nUS057 Water 1 0 Ninja Sound Genin Male 2/1 1/1 Sound U <> “While this Ninja is a Back Ninja, and the Head Ninja of this Ninjas Team is a “Sound” only Ninja, you can reduce the Damage that the Head Ninja receives by the effects your opponents Jutsu or Neji Hyuga Nus058 set8 nUS058 Earth 2 0 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu U <> Valid: While this Ninja is Battling, you can discard 1 of your Chakras with an 'Earth' symbol to negate and discard a Jutsu card with 'Requirements: Sharingan Eye' being used by your opponent's Ninja. Tsunade Nus059 set8 nUS059 Wind 6 1 Ninja Leaf Satoosa Sannin Female Medical Mental Power: 3 8/1 4/1 Medicine SR <> When this Ninja is opposed, you can place 2 Ninja Blade coins (symbolizing a Drug coin) on 1 of your opponent's Ninjas Battling against this Ninja. Valid: A Ninja with a Drug coin cannot be sent out to Battle. A player who Tsunade & Katsuyu Nus060 set8 nUS060 Earth/Wind 8 1 Ninja Leaf Sannin Female Medical Slug Platoon Mental Power: 3 9/4 6/4 Medicine/Slime SR <> Valid: Any Ninja in this Ninja's Team, including this Ninja, cannot be the target of your opponent's Jutsu cards and is unaffected by the effects of your opponent's Ninja cards. Itachi Uchiha Nus061 set8 nUS061 Fire 5 1 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye 6/3 1/3 Genjutsu R <> At the beginning of your turn, you can discard your in-play 'Fugaku Uchiha' and 'Mikoto Uchiha'. In that case, you can search for 2 cards of your choice in your Deck, show them to your opponent, and place them in your hand. Th Kiba Inuzuka & Akamaru Nus062 set8 nUS062 Earth/Fire 1 0 Ninja Leaf Genin Male Ninja Dog Animal Platoon 3/1 2/1 Fang R <> When this Ninja is sent out to Battle, reveal the top card of your Deck. If it is a Ninja card, place it in your hand and move 1 card from your hand to the bottom of your Deck. If it's not a Ninja card, move it back to the t Rock Lee Nus063 set8 nUS063 Lightning 0 0 Ninja Leaf Genin Male Growth 1/1 0/0 Taijutsu U <> Valid: At the beginning of your turn, place a Ninja Blade coin (symbolizing a Gate coin) on this Ninja. For every Gate coin on this Ninja, this Ninja gets +1/+0. When you place the 5th Gate coin on this Ninja, discard this Ninja Shino Aburame Nus064 set8 nUS064 Wind 1 0 Ninja Leaf Genin Male Growth Mental Power: 1 2/1 0/0 Insect U <> During the Exchange of Jutsu, if this Ninja is a Stand-By Ninja, you can place this Ninja in any position of any of your Battling Teams. Hinata Hyuga Nus065 set8 nUS065 Earth 0 0 Ninja Leaf Genin Female Byakugan Growth 0/1 1/1 Taijutsu U <> When this Ninja is opposed, if the Team Power of this Ninja's Team is lower than the Team Battling against this Ninja's Team, this Ninja can use a Jutsu card with 'Requirements: Byakugan' without paying its Jutsu cost during the turn. Bikochu C037 set9 c037 Fire/Wind 2 0 Client R Effect: At the beginning of your turn, you can discard 1 of your Chakras with a 'Wind' or/and 'Fire' symbol. In that case, flip a Ninja Blade coin; If it's heads, you can move 1 Ninja card in your Discard Pile to the top of your Deck. Yukie Fujikaze Cus001 set9 cUS001 Water/Wind 3 0 Client U Effect: When your opponent uses a Jutsu card with 2 or more specific symbols, you can flip a Ninja Blade coin; if it's heads, negate and send the Jutsu card to its original owner's Chakra area and then send this Client to your Chakra area. Uzumaki Formation J276 set9 j276 Lightning 1 Jutsu C Requirements: 'Naruto Uzumaki' Target: User Effect: Look at the top 3 cards of your Deck and return them in any order you like to the top of the same Deck. While this Jutsu card is in your Chakra area, your in-play 'Naruto Uzumaki' gets 'Clone Status'. Information Analysis J277 set9 j277 Lightning L Jutsu C Target: User Effect: If the user is Battling as an Attacker, the target gets +2 'Mental Power' during this turn. If the user is Battling as a Blocker, the target gets +3 'Mental Power' during this turn. Sealing Trap J278 set9 j278 Lightning L 1 Jutsu C Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin once for each target. Every Ninja that got heads gets -2/-2 during this turn. Mad Dance of Infinity J279 set9 j279 Lightning L L L Jutsu SR Requirements: 'Rock Lee' Target: 1 Ninja Effect: Reveal up to 4 cards from the top of your Deck. Give 1 Damage to the target for each Ninja among the cards you revealed by this effect. Then, return the revealed cards to your Deck and shuffle it. Falcon Drop J280 set9 j280 Fire F F Jutsu R Requirements: 'Sasuke Uchiha' Target: 1 Ninja Battling against the user with an Entrance cost of X or lower Effect: Change the target to injured status. X = the Combat value of the user. Lightning Blade Single Slash J281 set9 j281 Fire F F F Jutsu R Requirements: 'Kakashi Hatake' Target: Every Ninja Battling against the user Effect: Give 1 Damage to the target. Orochimaru's Secret Drug J282 set9 j282 Water W Jutsu ST Target: User Effect: The target gets 'Secret Pills' and +3/+3 during this turn. At the end of the turn, place a Ninja Blade coin symbolizing -1/-1 on the target. Animalization J283 set9 j283 Water 1 Jutsu U Requirements: 'Secret Pills' Target: User Effect: The target gets +3/+3 during this turn. Additionally, if the target's Team wins a Victory, it becomes an Outstanding Victory. Move the target to its original owner's Chakra area at the end of the turn. Exceptional Force J284 set9 j284 Lightning 3 Jutsu R Requirements: 'Fool' Combat Attribute Target: User Effect: Regardless of its Team Power or Team Mental Power, the target's Team wins a Victory during the Showdown of the current turn. However, this effect is negated if your opponent has 1 or more 'Satoosa Insect Attractant Jutsu J285 set9 j285 Wind 1 Jutsu C Requirements: 'Insect' Combat Attribute Effect: You can look at the top 4 cards of your Deck and move any number of them to your Chakra area. Then, return the rest, if there is any, and shuffle your Deck. Insect Wall Jutsu J286 set9 j286 Wind N 1 Jutsu C Requirements: 'Insect' Combat Attribute Target: Every Ninja in the user's Team Effect: During this turn, the target cannot receive any Damage or be changed to injured status except as a result of the Showdown. Sand Levitation J287 set9 j287 Wind N 1 Jutsu C Requirements: 'Sand' Combat Attribute + 'An Entrance cost of 4 or more' Target: Every Ninja in the user's Team Effect: The target cannot be the target of your opponent's Jutsu cards during this turn. Double Sand Blade J288 set9 j288 Wind N 1 Jutsu R Requirements: 'Sand' Combat Attribute + 'An Entrance cost of 4 or more' Target: 1 Ninja Effect: Flip a Ninja Blade coin. If it's heads, give 1 Damage to the target. If it's tails, give 2 Damage to it. Mind Destruction Jutsu J289 set9 j289 Earth E E Jutsu C Requirements: 'Mind' Combat Attribute Target: (1) The Head Ninja Battling against the user (2) 1 of the Back Ninjas Battling against the user Effect: Compare the current Combat values of target (1) and target (2). Give 1 Damage to the Ninja with Hundred Power Palms J290 set9 j290 Earth E Jutsu C Requirements: 'Hinata Hyuga' Target: The Head Ninja Battling against the user Effect: If the user is Battling as a Blocker, give 1 Damage to the target. 8 Trigrams 64 Palms for Defense J291 set9 j291 Earth E E Jutsu R Requirements: 'Hinata Hyuga' Target: User Effect: If the user is Battling as a Blocker, the target gets +6/+6 during this turn. Additionally, the target cannot be the target of your opponent's Jutsu cards during this turn. Thousand Bee Stings Jutsu J292 set9 j292 Earth E Jutsu C Requirements: 'Bee' Combat Attribute Target: 1 of your opponent's Ninjas Effect: The target gets -2/-2 OR -2 'Mental Power' during this turn. Bee Bomb Jutsu J293 set9 j293 Earth E E Jutsu C Requirements: 'Bee' Combat Attribute Target: 1 of your opponent's Ninjas Effect: Flip a Ninja Blade coin twice; If you get heads at least once, give 1 Damage to the target. Honey Jutsu J294 set9 j294 Earth E E 1 Jutsu C Requirements: 'Bee' Combat Attribute Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin 3 times. During this turn, the target gets -2/-2 for each heads you get. Additionally, if you get heads 2 or more times, give 1 Damage to the Summoning Jutsu J295 set9 j295 Earth E 1 Jutsu U Requirements: 'Bee' Combat Attribute Effect: Place this Jutsu card in the user's Team as the Head Ninja with 'Power: 5/0.' Move this card to your Chakra area when it receives any Damage or at the end of this turn. Blazing Rasengan J296 set9 j296 Lightning L L L Jutsu SR Requirements: 'Naruto Uzumaki'+'Clone Status' Target: User Effect: The target gets +8/+0 during this turn. Additionally, if the target's Team wins a Victory or an Outstanding Victory, return 1 of the Ninjas Battling against the target to the bottom of its Fire Style: Flame Flower J297 set9 j297 Fire F F F Jutsu R Requirements: 'Sasuke Uchiha' Target: 1 Ninja Effect: Flip a Ninja Blade coin 3 times. Give 1 Damage to the target for each heads. Shadow Clashing Palm Jutsu J298 set9 j298 Earth E E Jutsu R Requirements: 'Shikamaru Nara' + 'Chunin' or higher Rank Target: X number of Ninjas in 1 of your opponent's Teams Effect: Give 1 Damage to the target. X cannot exceed the number of cards in your hand - the number of cards in your opponent's hand. Heaven's Dance of Hazy White J299 set9 j299 Earth E E Jutsu R Requirements: 'Hinata Hyuga' Target: User Effect: Reveal the top card of your Deck until you reveal a Jutsu or a Mission card, or your Deck is depleted. During this turn, the target gets +2/+2 for each card that was revealed by this effect. Then, return t Last Resort: Eight Gates Assault J300 set9 j300 Earth E E Jutsu R Requirements: 'Neji Hyuga' or 'Byakugan' + 'An Entrance cost of 4 or more' Target: Head Ninja Battling against the user Effect: Give 1 Damage to the target and flip a Ninja Blade coin; If it's heads, give 1 additional Damage to the target. Supreme Ninjutsu: One's Own Rule J301 set9 j301 Lightning 3 Jutsu R Requirements: 'Might Guy' Target: User Effect: Flip a Ninja Blade coin 3 times. During this turn, the target gets +5/+0 for each heads you get during the flips. If you get tails 3 times, give 1 Damage to the target. Parasitic Insects: Whirlwind J302 set9 j302 Wind N N Jutsu R Requirements: 'Shino Aburame' Target: X number of Ninjas Effect: Give 1 Damage to the target. X = the total number of 'Parasitic Insects: Whirlwind' Jutsu cards and Jutsu cards with 'Requirements: 'Insect' Combat Attribute' in your Discard Pile. Fire Style: Flame Rasengan J303 set9 j303 Lightning L L 1 Jutsu R Requirements: 'Jiraiya' Target: User Effect: The target gets +5/+0 during this turn. Additionally, if the target's Team wins a Victory or an Outstanding Victory, select and discard 1 of the Ninjas Battling against the target. Green Impact J304 set9 j304 Lightning 3 Jutsu R Requirements: 'Naruto Uzumaki' + 'Taijutsu' Combat Attribute Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin 3 times. If you get heads 2 or more times, discard the target. Additionally, if you get heads at least once, the user ge Food Pills Jus057 set9 jUS057 Fire 2 Jutsu U Target: User Effect: The user gets +2/+2 during the turn. Additionally, during this turn, the user cannot receive any Damage except during the Showdown. Sexy Jutsu Jus058 set9 jUS058 Lightning L 1 Jutsu U Requirements: 'Male' Target: Every 'Male' Ninja Battling against the user Effect: The user changes from 'Male' to 'Female' during this turn. The target's Mental Power becomes 0 during this turn. Food Pills Jus059 set9 jUS059 Fire 2 1 Jutsu U Target: User Effect: The user gets +2/+2 during this turn. Additionally, if the target is in injured status at the end of this turn, heal the target. Attack to the Weakest Point Jus060 set9 jUS060 Lightning L L 1 Jutsu R Target: 1 of the Ninjas with the lowest original printed Entrance cost in the Team Battling against the user Effect: Change the target to injured status. Sealing Jutsu: Fire Seal Jus061 set9 jUS061 Earth E 1 Jutsu U Effect: Look at all the cards in your opponent's hand and select and discard 1 Jutsu card with a 'Fire' symbol, if they have any. Byakugan Jus062 set9 jUS062 Earth E 1 1 Jutsu R Requirements: 'Byakugan' Effect: Discard up to X number of cards in your opponent's hand at random. X = the number of cards with an 'Earth' symbol in your Chakra area. The maximum value of X is 2. Absent-Mindedness Jus063 set9 jUS063 Earth E 1 Jutsu U Target: User Effect: The target cannot be the target of your opponent's Jutsu cards during this turn. Additionally, the target gets -2/-2during this turn. 8 Trigrams Palms Rotation Jus064 set9 jUS064 Earth E E 1 1 Jutsu SR Requirements: 'Byakugan' + 'An Entrance cost of 4 or more' Target: (1) Every Ninja in the user's Team (2) Every Ninja Battling against the user Effect: Target (1) cannot be the target of your opponent's Jutsu cards during thi Chidori Jus065 set9 jUS065 Fire F F 1 1 Jutsu R Requirements: 'Sasuke Uchiha' or 'Kakashi Hatake' Target: User Effect: Effect: The target gets +5/+0 during this turn. Additionally, if the target's Team wins a Victory or an Outstanding Victory, give 1 Damage to 1 of your opponent's Healthy Stand-By Ninj Lightning Blade Jus066 set9 jUS066 Fire F 1 1 Jutsu SR Requirements: 'Kakashi Hatake' Target: 1 Ninja Battling against the user Effect: If your opponent has 5 or more Battle rewards, discard the target. If your opponent has 4 or less Battle rewards, give 1 Damage to the target. Additionally, the user gets +X/ Double Knock Out Jus067 set9 jUS067 Wind N 1 1 Jutsu U Target: 'User' Effect: During this turn, the next time that the target receives any Damage by your opponent's Jutsu cards, the user of those Jutsu cards receive the same amount of Damage. Additionally, the next time that the target receives any Damage by Blade Manipulation Jutsu Jus068 set9 jUS068 Wind N 1 1 Jutsu C Requirements: 'Chunin' or higher Rank Target: 1 of your opponent's Ninjas with an original printed Entrance cost of 1 or less Effect: Give 1 Damage to the target. Preparation for the Victory Jus069 set9 jUS069 Wind N 1 Jutsu C Effect: Move 2 cards in your Discard Pile to your Chakra area. Subjective Jus070 set9 jUS070 Wind N N 1 Jutsu R Target: 1 Jutsu card being used with 'Target: 1 Ninja' Effect: Change the target of the target to another applicable target. The effect of the target is applied only to the new target. Super Genius Jus071 set9 jUS071 Wind N 1 1 Jutsu U Target: User Effect: The target gets +3 Mental Power during this turn and the next turn. Awakening of the Monster Jus072 set9 jUS072 Wind N N 1 Jutsu U Requirements: 'Gaara of the Desert' + 'An Entrance cost of 2 or more' Effect: Move the user to your Chakra area. In that case, put 1 'Shukaku' Ninja card from your hand in play in the same Team and in the same position as the user was ignoring the Entranc Sacrifice Jus073 set9 jUS073 Water W 1 Jutsu U Target: (1) User (2) 1 Ninja in the same Team as the user except target (1) Effect: During this turn, while target (1) is in play, if target (2) would receive any Damage, give that Damage to target (1) instead. Intake of Chakra Jus074 set9 jUS074 Water W X 1 Jutsu ST Effect: Select and discard X number of your opponent's Chakras. Outsmarting the Opponent Jus075 set9 jUS075 Water W 1 Jutsu U Effect: If your opponent draws 1 or more cards by the effect of their Jutsu cards and its effect is applied successfully during this turn, randomly select and discard the same amount of cards from your opponent's hand. Invisible Attack Jus076 set9 jUS076 Water W 1 1 Jutsu U Target: 1 of your Jutsu cards being used with 'Target: 1 Ninja Battling against the user' Effect: Change the target of the target to 'Target: 1 Ninja' and select the new applicable target of the target The effect of the target is applied only to the new Information about Orochimaru M268 set9 m268 Lightning 3 1 1 Mission C Counter Effect: Look at the top 3 cards of your Deck and move any number of them to your Chakra area. Then, return the rest, if there is/are any, and shuffle your Deck. Dull-Witted Brothers M269 set9 m269 Lightning 2 1 1 Mission C Permanent (2) Effect: Every in-play Ninja's 'Mental Power' is considered to be 0. Mission of Recapturing Prisoners M270 set9 m270 Fire 2 1 1 Mission C Counter Permanent (2) Effect: Each of your opponent's in-play 'Prisoner' Ninjas cannot be sent out to Battle. Screw-Up M271 set9 m271 Water 3 1 1 Mission U Counter Permanent (2) Effect: Each time a player wins 1 or more Battle Rewards, they must discard the same amount of their Chakras if they have any. If the player has less Chakras than the Battle Rewards they won, they discard all of their Chakras. Tsunade's Guess M272 set9 m272 Fire 2 1 1 Mission C Effect: Select either 'Ninja card' or 'Jutsu or Mission card' and reveal the top 4 cards of your Deck. If you have 1 or more selected type cards among the revealed cards, select 1 of the selected type cards among them and place it in your hand. If not, di Mutual Deception M273 set9 m273 Fire 2 1 1 Mission C Effect: Flip a Ninja Blade coin. If it's heads, you draw 2 cards. If it's tails, your opponent draws 1 card. Frustrated Ambition M274 set9 m274 Fire 3 1 1 Mission U Target: Every in-play 'Permanent' Mission card Effect: Return the target to its original owner's hand. Riot in High-Security Facility M275 set9 m275 Water 4 1 1 Mission C Effect: You can search for any number of 'Prisoner' Ninja cards in your Deck, show them to your opponent and place them in your hand. Then shuffle your Deck. In that cse, your opponent randomly selects and discards the same amount of cards from your hand. Signs of Madness M276 set9 m276 Water 3 1 1 Mission C Target: 1 of your in-play 'Chunin' or higher Rank Ninjas Effect: Discard the target to win 1 Battle Reward. Grudge about Food M277 set9 m277 Water 3 1 1 Mission C Permanent (1) Effect: Your opponent cannot draw any card(s) during their Start Phase. Additionally, all of your opponent's in-play Ninjas get +1/+1. Becoming a Pupil M278 set9 m278 Wind 1 1 1 Mission C Permanent Target: 1 Ninja with an Entrance cost of 2 or less Effect: Attach this card to the target. While this card is attached, the target gets 'Medical' and its Combat Attribute is changed to 'Medicine'. (If you attach this card to your opponent's Ninj Blush M279 set9 m279 Wind 3 1 1 Mission C Counter Permanent (2) Effect: Any 'Female' Ninja in the same Team as 1 or more 'Male' Ninja cannot be sent out to Attack. Gaining Time M280 set9 m280 Wind 3 1 1 Mission C Permanent (3) Effect: Each time a player wins an Outstanding Battle Reward, that player wins 1 Battle Reward instead. Battle between Insect Tamers M281 set9 m281 Wind 4 1 1 Mission U Effect: If you have 1 or more Ninjas with an 'Insect' Combat Attribute in play, put 2 Ninja Blade coins (each symbolizing an Insect coin) in play. Each Insect coin is considered to be a Ninja with 'Power: 0/1' (Healthy and Injured status) While you have t Training in the Moonlight M282 set9 m282 Earth 1 1 1 Mission R Effect: During this turn, each of your Chakras that is discarded to pay a Jutsu cost may be counted as 1 or 2 Chakras with the same symbol. (If a card has 2 or more symbols, select 1 of them.) Hinata in Captivity M283 set9 m283 Earth 1 1 1 Mission SR Permanent (3) Effect: Your opponent cannot win any Battle Rewards. However, during their Mission Phase, your opponent can discard 2 of the cards in their hand to discard this Mission card. Look for the Rare Bikochu M284 set9 m284 Earth 2 1 1 Mission C Permanent (3) Effect: At the end of your turn, you can flip a Ninja Blade coin twice. If you get heads both times, search for any Ninja card in your Deck, show it to your opponent, and place it in your hand. In that case, shuffle your Deck and discard thi Hive with Gigantic Larvae M285 set9 m285 Earth 3 1 1 Mission C Permanent (3) Effect: At the beginning of of your opponent's turn, they must select and discard 1 of their Chakras if they have any. The Light and the Darkness Mus051 set9 mUS051 Lightning/Wind 3 1 1 Mission U Target: Every in-play 'Naruto Uzumaki' with no Growth coins and 'Gaara of the Desert' with no Growth coins Effect: Place 2 Growth coins on the target. From the Teacher to the pupil Mus052 set9 mUS052 Earth/Fire 4 1 1 Mission U Permanent Effect: Each Growth coin on your non-platoon 'Leaf' + 'Genin' Ninja(s) in the same Team as 1 or more 'Leaf' + 'Jonin' is treated as a Growth coin symbolizing +2/+2. The Path to Hokage Mus053 set9 mUS053 Lightning/Wind 4 1 1 Mission R Permanent (2) Target: 1 of your in-play 'Genin' Ninjas Effect: Select 1 Combat Attribute. While this card is in play, the Combat Attribute of the target becomes the same Combat Attribute as you selected. Promotion to Chunin Mus054 set9 mUS054 Earth 2 1 1 Mission U Permanent (2) Target: 1 of your non-platoon 'Chunin' Ninjas Effect: When you are the Attacker, at the beginning of the Battle Phase, you may move the target into any of your Teams. The Last Bite Mus055 set9 mUS055 Earth 2 1 1 Mission U Permanent Effect: At the end of your turn, if you don't have any cards in your Chakra area, you can select and move 1 card in your Discard Pile to your Chakra area. Kunoichi vs Kunoichi Mus056 set9 mUS056 Earth 2 1 1 Mission U Permanent (2) Effect: While your Team with only 'Female' Ninja(s) is Battling, the effect texts of any 'Male' Ninja in your opponent's Team Battling against that Team are negated. Additionally, effect texts of any 'Female' Ninjas in that Team cannot be ne Absolute Obedience Mus057 set9 mUS057 Earth 2 1 1 Mission R Permanent (3) Target: Each of your Ninjas with 'Proctor' Effect: If the target is discarded due to the Showdown, after the Showdown, select and give 1 Damage to 1 Ninja that just Battled against the target's Team during that turn. The Final Tournament Started! Mus058 set9 mUS058 Earth 3 1 1 Mission R Counter Effect: During this turn, only 'Genin' only Ninjas can be sent out to Battle. Elimination Mus059 set9 mUS059 Earth/Lightning 2 1 1 Mission C Permanent (3) Effect: At the end of each player's turn, that player must select and give 1 Damage to 1 of their in-play Ninjas with 'Mental Power' of 0 or less if they have any. Rising Gate Mus060 set9 mUS060 Wind 2 1 1 Mission U Permanent (2) Effect: Cards in a player's Chakra area cannot be discarded by the opponent's effects. No Talent Whatsoever! Mus061 set9 mUS061 Lightning 3 1 1 Mission R Permanent (2) Target: 1 of your opponent's Ninjas Effect: After this card is played, if the target does not become the user of a Jutsu card before this Mission card is sent to your Chakra area by removing the last Ninja Blade coin on it, discard the targe I Will Protect You Until I Die Mus062 set9 mUS062 Lightning 2 1 1 Mission C Permanent (2) Effect: Each of your Teams gets +1 Team Power and +1 Mental Power while it is Battling as a Blocker. Faith Between the Teacher and the Student Mus063 set9 mUS063 Lightning 3 1 1 Mission U Effect: If you have either 'Rock Lee' or 'Might Guy' in play, and the other one in your Discard Pile or in your Chakra area, move up to 1 copy of the one that is currently in your Discard Pile or in your Chakra area to your hand. Check Book Mus064 set9 mUS064 Wind 3 1 1 Mission C Effect: If you have 6 or more cards in your Chakra area, discard 5 of them and draw 3 cards. Millionaire Mus065 set9 mUS065 Wind 3 1 1 Mission U Effect: This Mission card can only be played when you have 5 or more cards in your Chakra area. Discard X number of your Chakras. In that case, flip a Ninja Blade X times. Draw 1 card for each heads you got during the flip(s). The maximum value of X is 4. Blowout Mus066 set9 mUS066 Wind 4 1 1 Mission U Permanent (2) Effect: If 5 or more of your Chakras are discarded on a single occasion, select and move 2 of the cards in your Discard Pile to your hand at the end of the turn. Separation Mus067 set9 mUS067 Wind 3 1 1 Mission R Permanent (2) Target: 1 of your opponent's Ninjas Effect: Your opponent organizes a Team with only the target. Then, attach this card to the target and place 2 Growth coins on the target. After this card is attached, your opponent controls this card. Whil Settling the Fight Mus068 set9 mUS068 Wind 2 1 1 Mission C Permanent (3) Effect: Every Team with only 1 Ninja Battling against the opponent's Team with only 1 Ninja skips the Showdown. Legendary Sitting Duck Mus069 set9 mUS069 Wind 1 1 0 Mission C Permanent (3) Effect: Every time your opponent flips a Ninja Blade coin(s) on a single occasion, each result is considered to be tails. Important Things Mus070 set9 mUS070 Wind 2 1 0 Mission R Target: 1 of your Ninjas Effect: Discard X number of your Battle Rewards. In that case, place X number of Ninja Blade coin(s) symbolizing 'Mental Power +2' on the target. The maximum number of X is 2. Ominousness Mus071 set9 mUS071 Fire 3 1 0 Mission C Counter Permanent (3) Effect: At the end of each player's turn, that player flips a Ninja Blade coin. If it's tails, that player must select and give 1 Damage to 1 of their in-play Ninjas if they have any. Phobia Mus072 set9 mUS072 Wind 3 1 0 Mission U Counter Permanent (3) Target: 1 Ninja Effect: Attach this card to the target. If the target's Team is opposed by a Team with 1 or more injured Ninjas, the target's Team gets -3 Team Power during the turn. (If you attach this card to your opponent's Ninja, Overlapping Images Mus073 set9 mUS073 Lightning 4 1 0 Mission U Target: 1 of your Ninjas Effect: Select 1 Ninja card with an Entrance cost of 4 or less in your Discard Pile. If you don't have a Ninja with the same name as the selected Ninja in play, the target is considered to be the same Ninja during this turn. Broke Mus074 set9 mUS074 Water 0 1 0 Mission C Counter Permanent (2) Effect: Every time your opponent draws 1 or more cards due to their effect and its effect is applied successfully, randomly select and discard the same amount of cards from your opponent's hand. Death Mus075 set9 mUS075 Fire 3 1 0 Mission U Permanent (2) Target: 1 of your opponent's in-play Ninjas Effect: At the end of each of your opponent's turns, If the target was not sent out to Battle during that turn, give 1 Damage to the target. Putting off the Promise Mus076 set9 mUS076 Fire 2 1 0 Mission C Target: 1 in-play Permanent (X) Mission card Effect: Flip a Ninja Blade coin; If it's heads, place 2 Ninja Blade coins on the target. If it's tails, place 1 Ninja Blade coin on the target. A Shadow in the Moonlight Mus077 set9 mUS077 Fire 2 1 0 Mission U Effect: Reveal the top 4 cards of your Deck. Then, select 1 Ninja card among the cards, if there is any, show it to your opponent, and place it in your hand. Then, return the rest and shuffle your Deck. Impatience Mus078 set9 mUS078 Fire 3 1 1 Mission C Target: Every injured Ninja Effect: Your opponent may organize their Teams. The target cannot be sent out to Battle during this turn. Acquaintance Mus079 set9 mUS079 Lightning/Water 4 1 1 Mission C Permanent (1) Effect: Your opponent may organize their Teams when you play this Mission card. Teams with 2 or more different symbols cannot be sent out to Battle. (When a player organizes their Teams, a Ninja with 2 or more symbols is treated as a Ninja w Deal Behind the Scenes Mus080 set9 mUS080 Water/Wind 4 1 1 Mission U Effect: Discard 2 cards from your hand. In that case, select and move up to 2 of your opponent's Battle Rewards to your hand. Wipe Out Mus081 set9 mUS081 Water 3 1 1 Mission U Target: Every Ninja Effect: Discard every Permanent (X) Mission cards attached to the target. Waiting for the Arrival Mus082 set9 mUS082 Water 3 1 1 Mission U Permanent (3) Target: 1 Ninja Effect: Attach this card to the target. If the target is discarded while this card is attached, move the target, in Healthy status, to the opponent's Village instead. If that player already has a Ninja(s) with the same name i Rejection Mus083 set9 mUS083 Wind 2 1 1 Mission C Permanent (2) Effect: Ninjas that are being sent out to Battle cannot become Stand-By Ninjas during the Exchange of Jutsu. Getting Scent of the Hostility Mus084 set9 mUS084 Water/Wind 1 1 0 Mission C Permanent (2) Effect: Positions of Ninjas in any Teams cannot be changed by the opponent's effects. Stubborn Mus085 set9 mUS085 Water/Wind 2 1 1 Mission U Permanent Effect: Each player can have 2 or more Clients in play in their Village. Just Like Drifting Clouds Mus086 set9 mUS086 Fire 1 1 1 Mission R Permanent (2) Effect: During your mission phase, you can exchange all the cards in your hand with the same amount of cards from the top of your Deck. In that case, shuffle your Deck and draw 1 card. Naruto Uzumaki N307 set9 n307 Lightning 0 0 0 Ninja Leaf Genin Male Growth Mental Power: -1 Clone Status 1/1 3/1 Ninjutsu C <> Valid: While this Ninja is in injured status, neither player can discard or send any cards in the opponent's hand to their Chakra area by their effects. Sasuke Uchiha N308 set9 n308 Fire 3 0 0 Ninja Leaf Rogue Ninja Male Sharingan Eye 5/2 0/0 Taijutsu C <> Valid: This Ninja cannot be sent out to Battle in the same Team as any 'Leaf' Ninjas. Ino Yamanaka N309 set9 n309 Earth 1 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 0/1 0/1 Mind C <> Every 'Leaf + Genin' Ninja in this Ninja's Team except this Ninja gets +1/+1. Neji Hyuga N310 set9 n310 earth 2 0 0 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu C <> Valid: Any Ninja(s) in this Ninja's Team including this Ninja cannot be affected by any of your opponent's Mission cards. Tenten N311 set9 n311 earth 1 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 1/1 1/1 Weapon U <> This Ninja can use a Jutsu with a Jutsu cost of ? or ? without paying the Jutsu cost. Pakkun N312 set9 n312 Lightning 2 0 0 Ninja Leaf Ninja Dog Animal 0/0 0/0 Fang C <> When you are the Attacker, at the beginning of the Battle Phase, you may move this in-play Ninja into any of your Teams. When this Ninja's Team wins 1 or more Battle Rewards, you can select up to 1 of your opponent's Battle Rewards at Anko Mitarashi N313 set9 n313 Lightning 3 0 0 Ninja Leaf Special Jonin Female Proctor Mental Power: 1 4/1 4/1 Weapon R <> When this Ninja is sent out to Attack as a Head Ninja, you can move 1 of your opponent's in-play 'Permanent' Mission cards to their Chakra area. Yugao Uzuki N314 set9 n314 Wind 3 0 0 Ninja Leaf Anbu Female Name: Anbu 4/2 1/2 Ninjutsu R <> Valid: When your Ninja with an Entrance cost of 3 or more is discarded after being in play, place 1 Growth coin on this Ninja. The maximum number of Growth coins this Ninja can have at any time due to this effect is 2. Shizune N315 set9 n315 Wind 4 0 0 Ninja Leaf Jonin Female Medical Mental Power: 1 4/3 2/3 Medicine R <> While this Ninja is Battling as a Back Ninja, if the Head Ninja of this Ninja's Team receives any Damage during the Showdown, you can discard 1 of your Chakras with a 'Wind' symbol. In that case, reduce the Damage to that Ninj Kakashi Hatake N316 set9 n316 Fire 5 1 1 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 3 6/3 3/2 Genjutsu R <> Valid: If this Ninja becomes the user of 1 or more Jutsu cards, draw 1 card at the end of that turn. Might Guy N317 set9 n317 Lightning 5 1 0 Ninja Leaf Jonin Male 6/1 5/1 Taijutsu C <> Valid: If this Ninja's Team is Defeated, Completely Defeated, or Draws, place 1 Growth coin on this Ninja. The Third Hokage N318 set9 n318 Fire 6 1 0 Ninja Leaf Satoosa Male Mental Power: 3 5/3 3/2 Ninjutsu SR <> Valid: When this Ninja is put in play, place 3 Ninja Blade coins symbolizing +1/+1 on it. At the beginning of each of your turns, you can discard 2 of your Chakras. If you do not, remove 1 of those coins. Jiraiya N319 set9 n319 Lightning 6 1 1 Ninja Leaf Sannin Male 7/2 6/2 Oil R <> This Ninja is unaffected by the effects of your opponent's Ninja, Mission, or Client cards. Orochimaru N320 set9 n320 Water 6 1 1 Ninja Sound Sannin Male Mental Power: 3 6/4 5/3 Snake R <> This Ninja can use any Jutsu card with a 'Water' symbol and printed Jutsu cost of 3 or less regardless of the Jutsu card's Requirements. (Each specific symbol in the Jutsu cost also counts as 1.) Tsunade N321 set9 n321 Wind 6 1 0 Ninja Leaf Sannin Satoosa Female Medical Mental Power: 3 8/1 5/1 Medicine R <> Valid: When this Ninja is sent out to Attack, you can discard 1 of your Chakras with a 'Wind' symbol. In that case, heal 1 of your injured Ninjas in this Ninja's Team except this Ninja. Haku N322 set9 n322 Water 3 0 0 Ninja Mist Rogue Ninja Male Mental Power: 2 4/3 1/1 Ice R <> Valid: If this Ninja's Team would win 1 or more Battle Rewards, you can draw the same number of cards instead of winning those Battle Rewards. Zabuza Momochi N323 set9 n323 Water 5 1 0 Ninja Mist Rogue Ninja Jonin Male 6/2 4/1 Mist SR <> Valid: When this Ninja is discarded as a result of the Showdown or by the effect of your opponent's Ninjas, give 2 Damage to 1 of your opponent's Ninjas that just Battled against this Ninja. This effect cannot be negated. Kisame Hoshigaki N324 set9 n324 Water 5 1 0 Ninja Akatsuki Rogue Ninja Jonin Male 6/2 3/1 Weapon R <> When this Ninja is put in play, you can select and discard up to 3 of your opponent's Chakras. Naruto Uzumaki N325 set9 n325 Lightning 0 0 0 Ninja Leaf Genin Male Growth 1/1 3/1 Oil C <> Valid: While this Ninja is in in injured status, each time your opponent puts their Ninja with both a 'Water' symbol and an Entrance cost of 3 or less in play, you can draw 1 card. Sasuke Uchiha N326 set9 n326 Fire 0 0 0 Ninja Leaf Genin Male Sharingan Eye Growth 3/1 0/0 Taijutsu C <> When this Ninja's Team is Blocked, you can flip a Ninja Blade coin; If it's heads, switch the positions of the Head Ninja and 1 of the Back Ninjas of your opponent's Team Battling against this Ninja. The selected Back Ninja must be Sakura Haruno N327 set9 n327 Wind 0 0 0 Ninja Leaf Genin Female Medical Growth Mental Power: 3 1/1 0/1 Medicine C <> While this Ninja is in the same Team as another Ninja with 'Medicine' Combat Attribute, this Ninja gets the following effect text: At the end of your turn, you can discard 1 of your Chakras with a 'Wind' symbol. In that case, heal 1 of your inju Kiba Inuzuka N328 set9 n328 Fire 1 0 0 Ninja Leaf Genin Male Animal Growth 2/1 1/1 Fang C <> When this Ninja is put in play, you can put 1 'Akamaru' Ninja card in your Discard Pile or your Chakra area in play. Shino Aburame N329 set9 n329 Wind 1 0 0 Ninja Leaf Genin Male Growth Mental Power: 1 2/1 0/0 Insect C <> All Mission cards in your opponent's hand get +1 Entrance cost. Hinata Hyuga N330 set9 n330 earth 0 0 0 Ninja Leaf Genin Female Byakugan Growth 0/1 1/1 Taijutsu R <> Valid: When this Ninja is sent out to Battle in injured status, place 1 Growth coin on it at the end of the turn. Rock Lee N331 set9 n331 Lightning 1 0 0 Ninja Leaf Genin Male Growth 3/1 2/1 Taijutsu U <> Valid: At the beginning of your turn, if this Ninja is in injured status, flip a Ninja Blade coin; If it's heads, heal this Ninja. Konohamaru Ninja Squad N332 set9 n332 Lightning 0 0 0 Ninja Leaf Ninja Academy Student Male Female Mental Power: 1 Name: Konohamaru Name: Udon Name: Moegi 0/0 0/2 Ninjutsu C <> No Mission cards can be negated. Kakashi Hatake N333 set9 n333 Fire 4 0 1 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 3 5/2 3/2 Genjutsu U <> When this Ninja is put in play, you can select up to 2 of the 'Ninja Dog' Ninjas from your Chakra area and/or Discard Pile and put it/them in play. When this Ninja is sent out to Battle, this Ninja gets +1/+1 for each of your in-play 'Ninja The Fifth Hokage N334 set9 n334 Wind 6 1 0 Ninja Leaf Satoosa Sannin Female Medical Mental Power: 3 Name: Tsunade 8/1 4/1 Medicine SR <> In order to send this Ninja out to Attack, you must flip a Ninja Blade coin; if it's tails, you cannot send this Ninja out to Attack during the turn unless you discard 1 of your Chakras. If this Ninja's Team wins a Victory, it becomes Mizuki N335 set9 n335 Water 3 0 0 Ninja Leaf Chunin Prisoner Male Mental Power: 1 4/2 3/2 Martial Arts R <> Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras to place 3 Ninja Blade coins symbolizing +1/+1 on this Ninja. Each of the coins changes into a Ninja Blade coin symbolizing -1/-1 at the end of the turn. Tsubaki N336 set9 n336 Water 2 0 0 Ninja Leaf Chunin Female 2/2 1/2 Ninjutsu C <> At the end of your opponent's turn, you can return 1 'Prisoner' Ninja in your Chakra area or Discard Pile to the top of its original owner's Deck. Fujin N337 set9 n337 Wind 4 1 1 Ninja Leaf Prisoner Male Mental Power: -3 7/1 3/1 Fool R <> Valid: While you have 'Raijin' in play, this Ninja gets +2/+0. While your opponent has 1 or more 'Satoosa' or 'Sannin' or higher Rank Ninjas in play, this Ninja gets -3/+0. Raijin N338 set9 n338 Lightning 4 1 1 Ninja Leaf Prisoner Male Mental Power: -3 7/1 3/1 Fool R <> Valid: While you have 'Fujin' in play, this Ninja gets +2/+0. While your opponent has 1 or more 'Satoosa' or 'Sannin' or higher Rank Ninjas in play, this Ninja gets -3/+0. Gaara of the Desert N339 set9 n339 Wind 4 0 0 Ninja Sand Genin Male 5/2 4/1 Sand U <> While this Ninja is Battling, any Ninja in this Ninja's Team, including this Ninja, cannot become a Stand-By Ninja by the effects of your opponent's Jutsu cards. Suzumebachi N340 set9 n340 Earth 3 0 1 Ninja Stone Female 4/2 2/1 Bee C <> When this Ninja's Team wins 1 or more Battle Rewards, you can place 1 Growth coin on another in-play Ninja with a 'Bee' Combat Attribute. Jibachi N341 set9 n341 earth 2 0 1 Ninja Stone Male 3/2 1/1 Bee C <> When this Ninja's Team wins 1 or more Battle Rewards, you can place 1 Growth coin on another in-play Ninja with a 'Bee' Combat Attribute. Kurobachi N342 set9 n342 earth 2 0 0 Ninja Stone Male 3/2 1/1 Bee C <> When this Ninja's Team wins 1 or more Battle Rewards, you can place 1 Growth coin on another in-play Ninja with a 'Bee' Combat Attribute. Naruto Uzumaki N343 set9 n343 Lightning 1 0 1 Ninja Leaf Genin Male Growth 1/1 4/1 Taijutsu C <> While you have 1 or more other Ninjas with a 'Taijutsu' Combat Attribute in play, this Ninja's healthy status Combat value becomes the same as its injured status Combat value. Naruto Uzumaki & Sasuke Uchiha Nus066 set9 nUS066 Fire/Lightning 2 0 0 Ninja Leaf Genin Male Clone Status Sharingan Eye Platoon 4/2 4/2 Oil/Taijutsu SR <> Valid: While this Ninja is Battling, you can reduce the cost of 1 “Rasengan” or 'Chidori' Jutsu card used by this Ninja by 1 “Lightning” or 1 'Fire'. Additionally, that Jutsu card cannot be negat Naruto Uzumaki & Kiba Inuzuka Nus067 set9 nUS067 Fire/Lightning 1 0 0 Ninja Leaf Genin Male Animal Platoon 4/1 4/1 Oil/Fang U <> Valid: When you are the Attacker, at the beginning of the Battle Phase, you can move 1 of your in-play 'Ninja Dog' Ninjas or 1 of your in-play 'Ninja Toad' Ninjas into this Ninja's Team. Naruto Uzumaki & Neji Hyuga Nus068 set9 nUS068 Earth/Lightning 2 0 0 Ninja Leaf Genin Male Clone Status Byakugan Platoon 5/1 4/1 Oil/Taijutsu R <> If this Ninja is put in play by sending your in-play 'Naruto Uzumaki' to your Chakra area, you can send 1 of your opponent's Battle Rewards at random to your Chakra area face up. If this Ninja is put in play by sending y Gaara of the Desert Nus069 set9 nUS069 Wind 4 0 0 Ninja Sand Genin Male 5/2 4/1 Sand U <> During your Mission Phase, you can select and move 1 card with a 'Wind' symbol in your Discard Pile to your Chakra area. Gaara of the Desert Nus070 set9 nUS070 Wind 4 0 1 Ninja Sand Genin Male 5/2 4/1 Sand STSR <> During your Mission Phase, you can discard 2 of your Chakras with a 'Wind' symbol. In that case, select 1 of your opponent's Ninjas. The selected Ninja cannot Block this Ninja's Team this turn. Temari Nus071 set9 nUS071 Wind 3 0 0 Ninja Sand Genin Female Mental Power: 1 4/3 0/1 Weapon R <> During your Mission Phase, you can discard 2 of your Chakras with a 'Wind' symbol. In that case, select and discard 1 in-play 'Permanent' Mission card. Gamakichi Nus072 set9 nUS072 Lightning 0 0 0 Ninja Leaf Ninja Toad 0/0 0/0 Oil C <> During your Mission Phase, you can discard 2 of your Battle Rewards. In that case, you can put 1 'Ninja Toad' Ninja in your hand in play ignoring the Entrance requirements. Valid: This Ninja cannot be the user of J Kabuto Yakushi Nus073 set9 nUS073 Water 5 1 0 Ninja Sound Jonin Male Medical Mental Power: 2 5/2 3/2 Medicine U > While this Ninja is in the same Team as 'Orochimaru', that 'Orochimaru' cannot receive any Damage during the Showdown. Kabuto Yakushi Nus074 set9 nUS074 Water 2 0 0 Ninja Sound Male Mental Power: 2 2/2 2/2 Ninjutsu ST <> At the end of your turn, you can reveal the top card of your Deck. In that case, place it in your hand and move 1 of the cards in your hand to the bottom of your Deck. Kankuro Nus075 set9 nUS075 Wind 1 0 0 Ninja Sand Genin Male 2/1 1/1 Manipulation U <> During your Mission Phase, you can discard 2 of your Chakras. In that case, you can search for 1 'Puppet' Ninja card in your Deck, show it to your opponent and place it in your hand. Sakura Haruno Nus076 set9 nUS076 Wind 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon ST <> Valid: While this Ninja is Battling in injured status and receives any Damage, flip a Ninja Blade coin twice; if you get heads at least once, negate the Damage. Tsunade Nus077 set9 nUS077 Wind 6 1 0 Ninja Leaf Sannin Female Medical Mental Power: 3 8/1 4/1 Medicine ST <> At the beginning of your turn or at the end of your turn, you can discard 1 of your Chakras with a 'Wind' symbol. In that case, heal 1 of your injured Ninjas. Kisame Hoshigaki Nus078 set9 nUS078 Water 5 1 0 Ninja Akatsuki Rogue Ninja Jonin Male 6/2 3/1 Weapon STSR <> When this Ninja is sent out to Attack and opposed, you can select and discard 1 of your opponent's Chakras. If this Ninja is sent out to Attack and not opposed, you can select and discard up to 2 of your opponent's Chakras at th Naruto Uzumaki & Gamakichi Nus079 set9 nUS079 Lightning/Wind 1 0 0 Ninja Leaf Genin Male Ninja Toad Platoon 2/1 4/1 Ninjutsu/Oil C <> Valid: Any 'Ninja Toad' Ninja(s) in your hand gets -3 Entrance cost. Valid: Every in-play 'Ninja Toad' Ninja except this Ninja gets +1/+1. Kimimaro Nus080 set9 nUS080 Water 5 1 0 Ninja Sound Male 6/3 5/2 Bone U <> When this Ninja is put in play, you can move any number of 'Four Sound Ninja' Ninja cards in your Discard Pile and/or in your Chakra area to the top of your Deck in any order you like. Itachi Uchiha Nus081 set9 nUS081 Fire 6 1 0 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye 6/3 2/3 Genjutsu R < At the beginning of your turn, you can select 1 of your opponent's in-play Ninjas with an Entrance cost of 6 or more. In that case, all the effect texts of the selected Ninja are negated during the turn and the next turn. Neji Hyuga Nus082 set9 nUS082 Earth 2 0 0 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu C <> When this Ninja becomes the user of a Jutsu card, you can pay its Jutsu cost from your hand in addition to your Chakra area. The Third Hokage Nus083 set9 nUS083 Fire 6 1 Ninja Leaf Satoosa Male Mental Power: 3 5/3 3/2 Ninjutsu SR <> During your Mission Phase, you can discard 2 of your Chakras. In that case, search for 1 'Monkey King Enma' Ninja card in your Deck, show it to your opponent and place it in your hand. During the Exchange of Jutsu, you can discard 1 ' Neji Hyuga & Hizashi Hyuga Nus084 set9 nUS084 Earth/Wind 5 0 Ninja Leaf Genin Male Byakugan Platoon 7/1 6/1 Taijutsu R <> This Ninja can use the '8 Trigrams Palms Rotation' Jutsu card or 'Gentle Fist Style: 8 Trigrams 64 Palms' Jutsu card without paying its Jutsu cost. Valid: This Ninja cannot be affected by any of your opponent's Mission cards. Kurenai Yuhi Nus085 set9 nUS085 Wind 4 0 Ninja Leaf Jonin Female Mental Power: 1 4/3 2/3 Genjutsu ST <> When this Ninja is put in play, you can discard 2 cards with a 'Wind' symbol from your Chakra area. In that case, place 1 Growth coin on this Ninja. Dotou Kazahana Nus086 set9 nUS086 Water 2 0 Ninja Land of Snow Lord Male 0/0 0/0 Ice U <> While this Ninja is Battling, this Ninja gets +X/+X. X = the number of cards with a 'Water' symbol in your Chakra area. The maximum value of X is 5. (Even if you have 6 or more cards with a 'Water' symbol in your Chakra area, X cannot b Choji Akimichi Nus087 set9 nUS087 Earth 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Food C <> When this Ninja is sent out to Attack, it gets +1/+0 during the turn. The Third Hokage Nus088 set9 nUS088 Fire 6 1 Ninja Leaf Satoosa Male Mental Power: 3 6/4 4/2 Ninjutsu U <> At the beginning of your turn, you can discard 1 card in your Chakra area to heal 1 of your injured Ninjas. Iruka Umino Nus089 set9 nUS089 Lightning 2 0 Ninja Leaves Faction Chunin Male Mental Power: 1 3/1 1/1 Ninjutsu R <> Valid: When the Head Ninja of this Ninja's Team receives any Damage, you can reduce the Damage by 1. In that case, Give 1 Damage to this Ninja. Sasuke Uchiha Nus090 set9 nUS090 Fire 1 0 Ninja Leaf Genin Male Sharingan Eye Growth 3/1 1/1 Flame C <> This Ninja cannot be affected by any of your opponent's Jutsu cards that target it and have a printed Jutsu cost of 2 or less (specific symbols are counted as 1 as well). Haku Nus091 set9 nUS091 Water 3 0 Ninja Mist Rogue Ninja Male Mental Power: 2 4/3 1/1 Ice SR <> Valid: Jutsu cards used by this Ninja cannot be negated. Sakura Haruno Nus092 set9 nUS092 Wind 1 0 Ninja Leaf Genin Female Growth Mental Power: 3 0/1 0/1 Weapon U <> During the Exchange of Jutsu, you can injure this Ninja. In that case, this Ninja gets +2/+2 during the turn. Kahiko C034 set10 c034 Earth/Fire 1 0 Client Wanderer Male U Effect: At the end of your turn, you can send this in-play Client to your Chakra area. In that case, select and move 1 Ninja card with a 'Gelel' in your Discard Pile to your hand. Emina C035 set10 c035 Fire/Lightning 2 0 Client Wanderer Female C Effect: During your Mission Phase, if you have 5 or more Ninja cards in your Discard Pile, you can move 5 of them to your Deck and shuffle it. In that case, draw a card. Nerugui C036 set10 c036 Earth/Fire 1 0 Client Animal U Effect: During your Mission Phase, you can attach this in-play Client to 1 of your in-play Ninjas. That Ninja gets the following effect effect text while this Client is attached: 'Valid: During the Exchange of Jutsu, you can discard 1 card with an 'Earth' Sansho C038 set10 c038 Lightning/Water 1 0 Client Land of Rivers Female C Effect: While this Client is in play, your 'Curry of Life' Mission card in your hand gets -1 Hand cost. Additionally, every time you flip a Ninja Blade coin by the effect of 'Curry of Life' Mission card, the result is considered to be heads regardless of Karashi C039 set10 c039 Fire/Water 0 0 Client Land of Rivers Male Kurosuki Family U Effect: During your Mission Phase, you can send this in-play Client to your Chakra area. In that case, you can search for 1 'Kurosuki Family' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Chishima C040 set10 c040 Earth/Wind 1 0 Client Land of Birds Male U Effect: During your Mission Phase, you can send this in-play Client to your Chakra area. In that case, choose one of the following: (1) Search for 1 'Komei' Client card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Komei C041 set10 c041 Earth/Wind 2 0 Client Land of Birds Male Tactician R Effect: During your Mission Phase, you can discard this in-play Client and 1 of your Chakras. In that case, all Teams perform a Mental Power Battle during the turn. Hitode C042 set10 c042 Earth/Water 1 0 Client Land of the Sea Male C Effect: During your opponent's Mission Phase, you can send this Client to your Chakra area. In that case, a player who has 2 or more different symbols in their Chakra area must discard them so that they only have 1 symbol in their Chakra area. (If a card Plasma Ball J257 set10 j257 Earth 2 Jutsu U Requirements: 'Miagic' Combat Attribute Target: User Effect: The user gets +3/+3 during this turn. Additionally, the user cannot receive any Damage during this turn. Tornado Lightning J258 set10 j258 Earth 3 Jutsu U Requirements: 'Magic' Combat Attribute Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin for each target. Give 1 Damage for each target that got tails. Power of Gelel J261 set10 j261 Fire 4 Jutsu R Requirements: 'Gelel' Target: 1 Ninja Effect: Give 2 Damage to the target. Rising Thunder J262 set10 j262 Fire 3 Jutsu R Requirements: 'Temujin' Target: User Effect: The target gets +5/+0 during this turn. Additionally, if the target's Team wins a Victory or an Outstanding Victory this turn, give 1 additional Damage to every Ninja Battling against the target when Damage is Illusion J274 set10 j274 Earth 1 Jutsu U Requirements: 'Magic' Combat Attribute Target: 1 of your opponent's Ninjas Effect: The target gets -3/-3 during this turn. Transformation J275 set10 j275 Earth 2 Jutsu U Requirements: 'Magic' Combat Attribute Target: User Effect: The target gets +4/+4 during this turn. Clone Spinning Axe Kick J305 set10 j305 Lightning L X Jutsu C Requirements: 'Clone Status' Target: 1 Ninja Effect: Flip a Ninja Blade coin X times. If you get heads at least once, give 1 Damage to the target. Muscle Memory J306 set10 j306 Lightning 1 Jutsu C Target: User Effect: During this turn, the target's printed injured status Power values become its printed healthy status Power values. Super Excellent Great Hyper Attack J307 set10 j307 Lightning 1 Jutsu C Requirements: 'Mondai Guy' or 'Poccha Lee' Target: User Effect: The effect text of the target is negated during this turn. Blade Slash J308 set10 j308 Fire F Jutsu R Requirements: 'Bounty Hunter' Target: 1 Jutsu card being played Effect: Move 1 of the cards in your hand to your Chakra area. In that case, negate and discard the target. Thunder Armor J309 set10 j309 Water W Jutsu U Requirements: 'Thunderbolt' Combat Attribute Target: User Effect: During this turn, when the target receives any Damage during the Exchange of Jutsu, give the same amount of Damage to 1 of your opponent's in-play Ninjas. The 'Thunder Armor' Jutsu card can Boulder Avalanche J310 set10 j310 Water W 1 Jutsu C Requirements: 'Thunderbolt' Combat Attribute Effect: Look at the top 5 cards of your opponent's Deck and discard any number of Jutsu cards among them. Then, return the rest, if there is any, in any order you like. Thunder Funeral: Feast of Lightning J311 set10 j311 Water W 2 Jutsu C Requirements: 'Thunderbolt' Combat Attribute Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin for each target. Give 1 Damage to every Ninja that got heads. Lightning Fangs J312 set10 j312 Water X Jutsu U Requirements: 'Thunderbolt' Combat Attribute Effect: Select and look at X number of the cards in your opponent's hand. Then, move every Ninja among them to their original owner's Chakra area. You can only discard Chakras with a 'Water' symbol for X. Lightning Ball J313 set10 j313 Water W W Jutsu C Requirements: 'Thunderbolt' Combat Attribute Target: Every injured Ninja Battling against the user Effect: Discard the target. Thunder Dragon Tornado J314 set10 j314 Water W 2 Jutsu R Requirements: 'Thunderbolt' Combat Attribute Effect: Exchange all the cards in your opponent's hand with all the cards in their Chakra area. Black Tornado J315 set10 j315 Water W Jutsu U Requirements: 'Kurosuki Gang' Target: User Effect: The target gets +X/+X during this turn. X = the number of your in-play 'Kurosuki Family' Ninjas and Client. Cheesecake Jutsu J316 set10 j316 Wind L N Jutsu C Requirements: 'Konohamaru Ninja Squad' Target: Every 'Male' Ninja Battling against the user Effect: Flip a Ninja Blade coin once for each target. The current Power of every Ninja that got heads becomes 0/0 during this turn. Change every Ninja that got ta Gentle Fist J317 set10 j317 Earth E 1 Jutsu U Requirements: 'Byakugan' Target: User Effect: The target gets +2/+2 during this turn. Additionally, if the value of your Turn Marker is 3 or more, select and discard up to 2 of your opponent's Chakras. Tonfa J318 set10 j318 Earth 1 Jutsu C Requirements: 'Weapon' Combat Attribute Target: User Effect: The target gets +2/+2 during this turn. Additionally, it cannot receive any Damage from your opponent's Jutsu cards during this turn. Iron Chain J319 set10 j319 Earth 1 Jutsu U Requirements: 'Weapon' Combat Attribute Target: 1 Ninja Battling against the user Effect: The target gets -2/-2 during this turn. Additionally, the effect text of the target is negated during this turn. Torpedo Nail J320 set10 j320 Earth E 1 Jutsu C Requirements: 'Gosunkugi' Target: 1 Ninja Battling against the user Effect: Change the target to injured status. Flying Nail Mist J321 set10 j321 Earth E E Jutsu C Requirements: 'Gosunkugi' Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin once for each target. Change every Ninja that got heads to injured status. Tsukuyomi J322 set10 j322 Fire F F 1 Jutsu U Requirements: 'Itachi Uchiha' Effect: Select a card type. Then, look at all the cards in your opponent's hand and return all the cards of the selected type to the bottom of their original owner's Deck. Shark Skin J323 set10 j323 Water W Jutsu C Requirements: 'Kisame Hoshigaki' Target: 1Ninja Effect: The Combat of the target becomes 0 during this turn Multi Shadow Clone Jutsu J324 set10 j324 Lightning L 1 Jutsu C Requirements: 'Itinerant Ninja' Target: User Effect: The target gets +X/+0 during this turn. X = the number of your opponent's in-play Ninjas. However, your opponent can negate this effect by discarding 1 card with a 'Lightning' symbol from their hand. Striking Shadow Snake J325 set10 j325 Lightning 2 Jutsu U Effect: During this turn, each time your in-play Ninja is discarded, return it to its original owner's hand instead. Released Power J326 set10 j326 Lightning L L Jutsu U Requirements: 'Naruto Uzumaki' Target: User Effect: The target gets +X/+0 during this turn. X = the value of your Turn Marker. Bite J327 set10 j327 Fire 1 Jutsu C Requirements: 'Ninja Dog' Target: 1 Ninja Battling against the user Effect: During this turn, in the calculation of the Team Power of the target's Team, apply the target's injured status value instead of its healthy status value. Additionally, the effect Lightning Blade J328 set10 j328 Fire F 2 Jutsu SR Requirements: 'Kakashi Hatake' Effect: Choose 1 of the following: (1) The User gets +7/+0 during this turn. (2) Negate and discard 1 Jutsu card being played. Fire Style: Dragon Flame Jutsu J329 set10 j329 Fire F F 1 Jutsu U Requirements: 'Special Jonin' or higher Rank Target: 1 Ninja Battling against the user Effect: Give 2 Damage to the target. However, if the target's Entrance cost is greater than the user's, give 1 Damage instead. Deformable Body J330 set10 j330 Water X Jutsu C Target: User Effect: The target gets +X/+0 or +0/+X during this turn. Chakra Absorption Jutsu J331 set10 j331 Water X X Jutsu C Effect: Select and discard up to X number of your opponent's Chakras. Then, select and move up to X number of the cards in your Discard Pile to their original owner's Chakra area. Water Style: Furious Current Jutsu J332 set10 j332 Water W X Jutsu R Target: 1 of your opponent's Ninjas with an Entrance cost of X or less Effect: Return the target to the bottom of its original owner's Deck. You can only discard Chakras with a 'Water' symbol for X. Water Style:Great Cannonball Jutsu J333 set10 j333 Water W 1 Jutsu U Requirements: 'Sea Monster' Target: 1 Ninja being sent out to Battle Effect: The target becomes a Stand-by Ninja. Summoning Jutsu: Sea Monster J334 set10 j334 Water W W Jutsu C Requirements: 'Sea Monster' + 'An Entrance cost of 4 or more' Effect: Place this card in the user's Team as a Head Ninja with 'Power: 6/0' and 'Sea Monster.' It cannot receive any Damage and if it still remains in play at the end of this turn, it is moved Demon Illusion: Hellfire Jutsu J335 set10 j335 Water F W Jutsu U Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin: If it's heads, the target becomes a Stand-By Ninja. Assimilation: Sand Coffin J336 set10 j336 Earth E Jutsu C Requirements: 'Itinerant Ninja' Target: 1 Ninja Battling against the user Effect: Change the target to injured status. However, your opponent can negate this effect by discarding 1 card from their hand. Assimilation: Sand Burial J337 set10 j337 Earth E Jutsu C Requirements: 'Itinerant Ninja' Target: 1 injured Ninja Effect: Discard the target. However, your opponent can negate this effect by discarding 1 card from their hand. Backup J338 set10 j338 Earth E Jutsu C Requirements: 'Ino Yamanaka' Target: Each of your Ninjas with an Entrance cost equal to or less than the user's Effect: The target gets +2/+2 during this turn. Universal Assimilation Jutsu J339 set10 j339 Earth E Jutsu C Requirements: 'Itinerant Ninja' Target: User Effect: The target cannot receive any Damage during this turn. However, your opponent can negate this effect by discarding 1 card with an 'Earth' symbol from their hand. Assimilation: Rock Tank J340 set10 j340 Earth E 1 Jutsu C Requirements: 'Itinerant Ninja' Target: 1 Ninja Battling against the user Effect: Give 1 Damage to the target. However, your opponent can negate this effect by discarding 1 card with an 'Earth' symbol from their hand. Three-Section Staff J341 set10 j341 Earth 2 Jutsu U Requirements: 'Weapon' Combat Attribute Target: User Effect: The target gets +X/+X during this turn. X = the number of your opponent's healthy Ninjas. Water Style: Giant Vortex Jutsu Jus077 set10 jUS077 Water W W 1 1 Jutsu R Requirements: 'Jonin' or higher Rank Target: Every Stand-By Ninja in 1 of your opponent's Teams Effect: Move the target back to its original owner's hand. This effect is negated if the user's Team is not opposed. Clematis Dance: Flower Jus078 set10 jUS078 Water W 1 1 Jutsu C Requirements: 'Kimimaro' + 'State 2' Target: User Effect: The target gets +5/+0 during this turn. Aldditionally, if the target's Team wins a Victory or an Outstanding Victory this turn, you win 1 Battle Reward. Paper Bomb Jus079 set10 jUS079 Earth E 1 1 Jutsu U Target: 1 Ninja Effect: Change the target to injured status at the end of this turn. Gentle Fist Style: 8 Trigrams 64 Palms Jus080 set10 jUS080 Earth E 1 1 Jutsu U Requirements: 'Neji Hyuga' or 'Byakugan'+'An Entrance cost of 4 or more' Effect: Look at the top 5 cards of your opponent's Deck and discard any number of Jutsu cards among them. Then, return the rest, if there is any, and your opponent shuffles their Dec Irregular Attack Jus081 set10 jUS081 Earth 2 1 Jutsu C Requirements: 'Magic' Combat Attribute Effect: During this turn, in the calculation of the Team Power of the user's Team and the Team Battling against it, the Head Ninja uses its Support value, and the Back Ninjas use their Combata value. Night Attack Jus082 set10 jUS082 Fire 2 1 Jutsu C Target: User Effect: The user gets +2/+2 during this turn. This Jutsu card can be used even when it is in your Chakra area. Flying Knee Jus083 set10 jUS083 Wind N N 1 1 Jutsu U Effect: Look at all the cards in your opponent's hand, select 1 of them and move it to their Chakra area. Surprise Attack in the Dark Jus084 set10 jUS084 Earth E 1 1 Jutsu C Effect: Select 1 Jutsu card in your Discard Pile and move it to your hand. Emergency Evacuation Jus085 set10 jUS085 Wind 1 1 Jutsu U Target: Every Ninja in the User's Team Effect: The target becomes a Stand-By Ninja. Restoration of the Memory Jus086 set10 jUS086 Wind N 1 1 Jutsu U Requirements: 'Medicine' Combat Attribute Effect: Look at your opponent's Battle Rewards. You can move any number of them to your hand. In that case, move the same amount of cards from your hand to your opponent's Battle Reward area. Moving Under Water Jus087 set10 jUS087 Water W 1 1 Jutsu U Effect: Search for 1 Jutsu card with a 'Water' symbol in the top 5 cards of your Deck, show it to your opponent and place it in your hand. Then, return the rest and shuffle your Deck. Toad Sword Jus088 set10 jUS088 Lightning L 3 Jutsu U Requirements: 'Gamabunta' Target: 1 Ninja Effect: Give 1 Damage to the target. This Jutsu card cannot be negated. Sonic Speed Attack Jus089 set10 jUS089 Lightning L 1 Jutsu U Requirements: 'Might Guy' Target: 1 Ninja Battling against the user Effect: If the target is in healthy status, change it to injured status. If the target is in injured status, discard it. Armed Puppet Jus090 set10 jUS090 Wind N 1 Jutsu C Requirements: 'Puppet' Effect: Every Ninja that receives any Damage from the user's Team this turn is discarded after that Damage is applied, even if that Damage is reduced to 0. This effect is negated if the Damage is negated. Counter by the Sharingan Eye Jus091 set10 jUS091 Fire F 1 Jutsu U Requirements: 'Sharingan Eye' Target: (1) 1 of your opponent's Jutsu cards being used (2) User Effect: Pay the Jutsu cost of target (1). In that case, apply the effect of target (1) making target (2) as a user of target (1). However, 'requirem Power of the Sharingan Eye Jus092 set10 jUS092 Fire F 1 1 Jutsu U Requirements: 'Sharingan Eye' Effect: Look at the top 5 cards of your opponent's Deck and discard any number of Jutsu cards among them. Then, return the rest, if there is any, and your opponent shuffles their Deck. Smoke Pellet Jus093 set10 jUS093 Fire 2 1 Jutsu U Target: User Effect: The target cannot be affected by your opponent's Jutsu cards during this turn. Unguarded Moment Jus094 set10 jUS094 Wind N 1 1 Jutsu U Target: 1 Ninja Battling against the user Effect: Compare the target's current status printed Combat and Support value. The target's Combat and Support values are considered to be the same value as the lower of the two during this turn. Mobile Fortress M264 set10 m264 Earth/Fire 3 1 2 Mission C Target: 1 'Knight' Ninja card in your hand Effect: Put the target in play. Box Lunch M286 set10 m286 Lightning 3 1 1 Mission U Target: 1 of your Chakras or 1 card in your Discard Pile Effect: Return the target to its original owner's hand. Curry of Life M287 set10 m287 Lightning 3 1 1 Mission U Target: 1 of your injured Ninjas Effect: Heal the target and flip a Ninja Blade coin: If it's heads, place 1 Growth coin on the target. Origin of the Legend M288 set10 m288 Lightning/Water 3 1 1 Mission SR Permanent (2 Effect: The Hand cost of every 'Sannin' Ninja in your hand becomes 0. Additionally, every 'Sannin' Ninja card in your hand without 'Growth' gets 'Growth'. Perfect Disguise? M289 set10 m289 Lightning 2 1 1 Mission C Permanent Target: 1 non-Platoon Ninja Effect: Attach this card to the target. While this Mission card is attached, 'Guy' is added to the end of the target's name. (When the target is 'Naruto Uzumaki,' its name becomes 'Naruto Uzumaki Guy.' If you attach Wounds from the Lost Battle M290 set10 m290 Fire 3 1 1 Mission C Permanent Effect: When either player wins 1 or more Battle Rewards, the other player must discard 1 of the cards in their hand at the end of that turn. Leaf Village's Open Competition M291 set10 m291 Fire 3 1 1 Mission C Permanent Effect: Each time your opponent's Ninja with 1 or more Growth coins receives Damage during the Showdown and is discarded as a result, you can move 1 Growth coin from it onto 1 of your Ninjas currently on the Battlefield before the Ninja is disca No Power of Observation M292 set10 m292 Fire 2 1 1 Mission U Permanent (2 Effect: Teams cannot perform a Mental Power Battle. False Charge M293 set10 m293 Water 1 1 1 Mission C Permanent Target: 1 Ninja Effect: Attach this card to the target. While this card is attached, the target gets a 'Wanted' Characteristic. (If you attach this card to your opponent's Ninja, they control this card. Duel at OK Temple M294 set10 m294 Water 2 1 1 Mission C Permanent Effect: Each time a 'Wanted' Ninja of either player is removed from play, the other player can win 1 Battle Reward and select and move 1 of the cards in their Discard Pile to their hand. Visitors from the Darkness M295 set10 m295 Fire/Water 4 1 1 Mission C Effect: During this turn, you can deploy 1 non-'Leaf' Ninja in addition to the regular deployment of a Ninja. Final Separation M296 set10 m296 Water 5 3 1 Mission R Target: 1 of your opponent's 'Leaf' Ninjas with an Entrance cost of 5 or less Effect: Move the target to your Village. However, you cannot target a Ninja if another Ninja in your Village has the same name. Right Man for the Right Job M297 set10 m297 Wind 1 1 1 Mission C Permanent Effect: Ninjas with an Entrance cost that exceeds the value of your Turn Marker cannot be sent out to Battle by either player. No Sense of Direction M298 set10 m298 Wind 3 1 2 Mission C Permanent (3 Effect: Every Mission card in both players' hands gets +1 Hand cost. Wanted Poster with a Reward M299 set10 m299 Earth 4 1 1 Mission R Effect: If the value of your Turn Marker is 5 or less, draw 2 cards. If the value is 6 or more, select 1 of the cards in your opponent's hand at random and discard it. Temporary Team M300 set10 m300 Earth 3 1 1 Mission C Permanent (3 Effect: When you pay a Hand cost to deploy a Ninja during your Mission Phase, you can pay it with cards with any symbol. Survival on Mount Takurami M301 set10 m301 Earth 3 1 2 Mission C Effect: Players cannot win any Battle Rewards during this turn. At the beginning of the Showdown of this turn, place 1 Growth coin on every Ninja in your Non-Battling Teams. Funeral of the Living M302 set10 m302 Water 4 1 1 Mission C Effect: Discard every Ninja card in both player's Chakra area. Secret Activities M303 set10 m303 Fire 2 2 1 Mission U Effect: Draw 2 cards. Threat of the Akatsuki M304 set10 m304 Fire/Water 4 1 1 Mission R Permanent (3 Effect: 'Akatsuki' Ninjas get +1/+1. Additionally, 'Akatsuki' Ninjas cannot be affected by the effects of your opponent's Jutsu cards. Lots of Energy M305 set10 m305 Lightning 3 1 1 Mission R Effect: Draw 2 cards. During this turn, you cannot move up your Turn Marker. Right Guess M306 set10 m306 Earth 3 1 Mission C Effect: Look at all the cards in your opponent's hand, select 1 of the non-Ninja cards among them, and return it to the bottom of its original owner's Deck. Then, your opponent draws 1 card. Penniless Man M307 set10 m307 Lightning 3 1 1 Mission C Permanent (4 Effect: At the end of your turn, if you have no cards in your hand, draw 1 card. This effect cannot be duplicated. Self-Sacrifice M308 set10 m308 Fire 2 1 1 Mission C Permanent Effect: When any of your Ninjas receive any Damage by your opponent's Jutsu card or by the effect of your opponent's Ninjas, you can send this card to your Chakra area. In that case, negate the Damage. Cooking Match! M309 set10 m309 Fire 3 1 1 Mission U Effect: Your opponent selects a number from 1 to 9. Then, you reveal X number of the cards in your hand so that the total of the Entrance costs of the revealed cards becomes the same as the selected number. If you succeed, you win the same number of Battl Under a Starry Sky M310 set10 m310 Earth/Wind 3 1 1 Mission R Target: X number of the cards in your Discard Pile Effect: Return the target to the top of their original owner's Deck in any order you like. X = the number of your in-play 'Leaf + Genin' Ninjas. Island of Mysterious Abductions M311 set10 m311 Water 3 1 1 Mission C Target: 1 of your opponent's 'Genin' Ninjas with an Entrance cost of 1 or less Effect: Return the target to the bottom of its original owner's Deck. Sea Monster Panic M312 set10 m312 Water 2 1 1 Mission R Permanent (4 Effect: Every 'Sea Monster' Ninja gets +1/+1. This effect cannot be duplicated. During your Mission Phase, you can move 1 of the coins on this card to 1 of your in-play Ninjas as a 'Sea Monster' coin. While this card is in play, a Ninja with Ache of the Curse Mark M313 set10 m313 Water 4 1 1 Mission C Effect: You can search for 1 'Orochimaru' Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Blocked Memory M314 set10 m314 Wind 0 1 1 Mission R Permanent Effect: While your Turn Marker is 2 or less, players cannot win any Battle Rewards. Flying into the New Era M315 set10 m315 Wind 3 1 1 Mission R Counter Permanent Effect: You move the Turn Marker at the beginning of your turn instead of at the end. Cursed Samurai in White M316 set10 m316 Wind 3 2 1 Mission U Counter Effect: During this turn, your opponent cannot move up their Turn Marker. False Jutsu M317 set10 m317 Earth 1 1 1 Mission C Permanent Effect: The Jutsu cost of every Jutsu card that includes 'Requirements: Itinerant Ninja' can be paid by Chakras with any symbol. Out-Of-Mission Activities M318 set10 m318 Earth/Wind 1 1 1 Mission C Permanent Effect: Stand-By Ninjas cannot be affected by the effects of your opponent's Jutsu cards or your opponent's Ninjas. Clear Sky M319 set10 m319 Earth/Water 4 2 1 Mission R Effect: Select 1 of the players. Move every card in that player's Chakra area and Discard Pile to their original owner's Deck and shuffle it. Youths of the Land of Fire M320 set10 m320 Fire/Lightning 1 1 1 Mission R Permanent (3 Effect: When you deploy a 'Leaf' Ninja, place 1 Growth coin on that Ninja. Youths of the Land of Wind M321 set10 m321 Earth/Wind 1 1 1 Mission R Permanent (3 Effect: When you deploy a 'Sand' Ninja, place 1 Growth coin on that Ninja. Hyuga Way Mus087 set10 mUS087 Earth 1 1 1 Mission C Permanent (3 Effect: Your Ninjas with a 'Byakugan' cannot be affected by the effects of your opponent's Jutsu cards. Power of the Seven Swordsmen of the Mist Mus088 set10 mUS088 Water 4 1 1 Mission C Permanent Target: 1 of your 'Jonin' or higher Rank Ninjas Effect: Attach this Mission card to the target. While this Mission card is attached, the target can use Jutsu cards with a 'Requirements: 'Thunderbolt' Combat Attribute'. Time Stands Still Mus089 set10 mUS089 Wind 2 2 Mission U Permanent (X Effect: Players cannot move their Turn Marker. Unexpected Result Mus090 set10 mUS090 Lightning 0 1 1 Mission U Effect: Search for 1 'Gamatatsu' or 1 'Gamakichi' Ninja card in your Deck and put it in play. Then, shuffle your Deck. Scum Recipe Mus091 set10 mUS091 Lightning 2 1 1 Mission C Effect: Search for any number of 'Ichiraku Noodle Shop' Mission cards, show them(it to your opponent, place them(it in your hand. Then, shuffle your Deck. Rich Knowledge Mus092 set10 mUS092 Earth 1 1 1 Mission U Effect: Shuffle your Deck, designate a card type for each of the top 2 cards of your Deck and reveal them. If both of them are the same card type you designated, move them to your hand. If not, discard them. Ghost Panic Mus093 set10 mUS093 Water 3 1 1 Mission R Permanent (2 Effect: Select 1 Ninja card with a Water symbol in your Discard Pile and put it in play. When this Mission card is removed from play, if that Ninja still remains in play, discard that Ninja. Distinction Mus094 set10 mUS094 Earth 3 1 0 Mission U Effect: Select and reveal 2 of your opponent's Battle Rewards. If they are different card types, discard them. If they are the same card types, your opponent wins 1 Battle Reward. Shadow of the Nine-Tailed Fox Spirit Mus095 set10 mUS095 Lightning 7 1 0 Mission C Permanent Effect: Any 'The Nine-Tailed Fox Spirit' Ninja cards in your hand gets -2 Entrance cost. Additionally, the effect text of any 'The Nine-Tailed Fox Spirit' Ninja cards in your hand is negated. This Mission card cannot be affected by your opponen Symbol of the Evil Mus096 set10 mUS096 Water 5 1 0 Mission C Permanent Effect: Any 'Manda' Ninja cards in your hand gets -2 Entrance cost. Additionally, the effect text of your in-play 'Manda' is negated. This Mission card cannot be affected by your opponent's effects. Organizing Teams Mus097 set10 mUS097 Wind 3 1 0 Mission U Permanent (3 Effect: You can organize your Teams at the beginning of your opponent's Battle Phase. Deleted Record Mus098 set10 mUS098 Fire 2 1 0 Mission U Effect: Discard the top 3 cards of your opponent's Deck. Tragedy Mus099 set10 mUS099 Fire 4 1 1 Mission C Effect: Select 1 of your opponent's healthy status Ninjas, if they have any, and change it to injured status. Then, your opponent selects 1 of your healthy status Ninjas, if you have any, and changes it to injured status. A Vicious Reception Mus100 set10 mUS100 Water 2 1 0 Mission C Counter Permanent (3 Effect: During your opponent's turn, each of your Teams which have Ninjas with only a 'Water' symbol get +1 Team Power. World of Genjutsu Mus101 set10 mUS101 Fire/Wind 3 1 0 Mission U Permanent (2 Effect: Any Ninja without the 'Genjutsu' Combat Attribute cannot be the user of Jutsu cards with a Jutsu cost of 2 or more. (Each specific symbol in the Jutsu cost also counts as 1. Toe to Toe Mus102 set10 mUS102 Fire/Lightning 1 1 2 Mission U Permanent (3 Effect: Effect texts of Ninjas cannot be negated. Blown in the Wind Mus103 set10 mUS103 Wind 0 1 2 Mission C Effect: Select 1 of the Permanent Mission cards in your Discard Pile or your Chakra area and move it to your hand. Burnished Blades Mus104 set10 mUS104 Earth/Water 3 1 2 Mission U Permanent (3 Effect: Each of your Ninjas with a 'Weapon' Combat Attribute gets +1/+1. Deep Ambition Mus105 set10 mUS105 Fire/Water 1 1 1 Mission U Permanent (3 Effect: Every in-play 'Leaf' Ninjas gets -1/-1. Repose of the Warriors Mus106 set10 mUS106 Fire 1 1 0 Mission C Permanent (2 Effect: Teams with 2 or more 'Genin' only Ninjas cannot be sent out to Battle. Symbol of the Rogue Ninja Mus107 set10 mUS107 Fire/Water 7 2 0 Mission R Effect: Search for 1 'Rogue' Ninja card in your Deck and put it in play. Then, shuffle your Deck. I'm Coming to You Mus108 set10 mUS108 Lightning 3 1 0 Mission C Target: 1 Ninja Effect: If the target is sent out to Attack this turn, you can select 1 of your opponent's Ninjas. In that case, if the target is Blocked, it can only be Blocked by the selected Ninja's Team. Curse Sealing Mus109 set10 mUS109 Fire 3 1 0 Mission U Permanent (3 Target: 1 Ninja or 1 Permanent Mission card Effect: Attach this Mission card to the target. While this Mission card is attached, the effect text of the target is negated. (If you attach this card to your opponent's card, they control this car Weight Training Mus110 set10 mUS110 Lightning 1 1 0 Mission C Permanent (2 Target: 1 Ninja Effect: Place a -3/-3 coin on the target. When this Mission card is removed from play, that -3/-3 coin is changed to +3/+3 coin. (If you attach this card to your opponent's card, they control this card. The Squad 7 Mus111 set10 mUS111 Fire/Water 3 1 0 Mission U Permanent (3 Effect: During your Mission Phase, you can change 1 of your healthy Ninjas to injured status. In that case, heal 1 of your injured Ninjas. Naruto Uzumaki N344 set10 n344 Lightning 0 0 0 Ninja Leaf Genin Male Growth Mental Power: -1 1/1 3/1 Oil C <> Valid: If this Ninja is sent out to Battle, every time either player flips a Ninja Blade coin during the turn, the result is considered to be tails regardless of the result. Sakura Haruno N345 set10 n345 Wind 1 0 1 Ninja Leaf Genin Female Medical Growth Mental Power: 3 1/1 1/1 Medicine C <> During your Mission Phase, you can discard 1 of your Chakras with a 'Wind' symbol. In that case, heal 1 of your injured Ninjas with an Entrance cost equal to or less than this Ninja's. Rock Lee N346 set10 n346 Lightning 1 0 0 Ninja Leaf Genin Male Growth 3/1 0/0 Taijutsu C <> During the Exchange of Jutsu, you can discard 1 card with a 'Lightning' symbol from your hand. In that case, this Ninja gets +3/+0 during the turn. However, if this Ninja's Team wins a Victory during the turn, discard this Ninja at th Neji Hyuga N347 set10 n347 Earth 2 0 1 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu C <> Valid: While your opponent has 2 or more Battle Rewards than you do, this Ninja gets +1/+1. Tenten N348 set10 n348 Earth 1 0 1 Ninja Leaf Genin Female Growth Mental Power: 1 1/1 1/1 Weapon C <> When this Ninja is sent out to Battle, you can select 1 of the Jutsu cards with a Jutsu cost of only ? or ? in your Discard Pile and place it in your hand. Might Guy N349 set10 n349 Lightning 5 1 1 Ninja Leaf Jonin Male 6/1 5/1 Taijutsu R <> While this Ninja is in your hand, it gets -1 Entrance cost for each 'Rock Lee,' 'Neji Hyuga,' and 'Tenten' you have in play. Mondai Guy N350 set10 n350 Lightning 1 0 1 Ninja Leaf Male 6/1 5/1 Taijutsu U <> Valid: While this Ninja is Battling in either status, its printed Power is considered to be 1/0. Poccha Lee N351 set10 n351 Lightning 0 0 1 Ninja Leaf Male 3/1 2/1 Taijutsu C <> Valid: While this Ninja is Battling in either status, its printed Power is considered to be 1/0. Jiraiya N352 set10 n352 Lightning 5 2 1 Ninja Leaf Sannin Male Growth 7/2 5/2 Oil SR <> When this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, you can look at all the cards in your opponent hand, select 1 of them and discard it. Orochimaru N353 set10 n353 Water 5 2 1 Ninja Leaf Sannin Male Growth Mental Power: 3 6/4 5/2 Snake SR <> If this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, it gets the following effect during the turn: “Valid: At the end of the turn, if this Ninja is in your Village, select 1 of your opponent's in-play N Tsunade N354 set10 n354 Wind 5 2 1 Ninja Leaf Sannin Female Medical Growth Mental Power: 3 8/1 3/1 Medicine SR <> When this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, your opponent must discard the top 4 cards of their Deck. Raiga Kurosuki N355 set10 n355 Water 5 1 0 Ninja Mist Rogue Ninja Jonin Male Kurosuki Family 5/2 3/1 Thunderbolt SR <> When this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, discard every Ninja card in your opponent's Chakra area. Valid: While you have 'Ranmaru' in play, this Ninja gets +2/+2. Ranmaru N356 set10 n356 Water 0 0 0 Ninja Male Kurosuki Family 0/1 0/1 Genjutsu C <> Any 'Raiga Kurosuki' Ninja card in your hand gets -1 Entrance cost. Valid: The Head Ninja in this Ninja's Team cannot be affected by the effects of your opponent's Ninjas. Kurosuki Gang N357 set10 n357 Water 0 0 0 Ninja Mist Rogue Ninja Genin Male Kurosuki Family 0/1 0/1 Weapon U <> Valid: This Ninja can be put in play or moved into a Village or Battlefield, even if that player already has 1 or more Ninjas with the same name in play. Valid: This Ninja gets +1/+1 for each of your other in -play 'Kurosuki Famliy' Ninj Sazanami N358 set10 n358 Fire 3 0 0 Ninja Bounty Hunter Wanted Male 4/1 4/1 Weapon R <> When this Ninja's Team wins a Victory, or an Outstanding Victory, draw 1 card. Valid: The only Jutsu card this Ninja can use is the 'Blade Slash' Jutsu card. Gatsu N359 set10 n359 Fire 2 0 1 Ninja Bounty Hunter Male 3/1 3/1 Weapon R <> When this Ninja's Team wins a Victory or an Outstanding Victory, draw 1 card. Valid: The only Jutsu card this Ninja can use is the 'Blade Slash' Jutsu card. Gosunkugi N360 set10 n360 Earth 4 0 0 Ninja Rogue Ninja Wanted Male 5/2 2/2 Nail C <> When this Ninja's Team wins an Outstanding Battle Reward, select up to 1 of your opponent's Battle Rewards at random and move it to its original owner's Discard Pile. Konohamaru Ninja Squad N361 set10 n361 Lightning 0 0 0 Ninja Leaf Ninja Academy Student Male Female Mental Power: 1 Name: Konohamaru Name: Udon Name: Moegi 0/0 0/2 Ninjutsu C <> Valid: The Head Ninja in this Ninja's Team cannot be affected by the effects of your opponent's Ninjas. Izumo Kamizuki & Kotetsu Hagane N362 set10 n362 Fire/Lightning 2 0 0 Ninja Leaf Chunin Male Proctor Platoon Mental Power: 1 3/3 1/2 Genjutsu C <> At the end of your turn, you can draw 1 card. In that case, move 1 of the cards in your hand to your Chakra area. Orochimaru & Kabuto Yakushi N363 set10 n363 Water/Wind 6 1 0 Ninja Sound Sannin Jonin Male Medical Platoon Mental Power: 4 7/5 6/4 Snake/Medicine R <> When this Ninja is put in play by sending your in-play 'Orochimaru' or 'Kabuto Yakushi' to your Chakra area, move that 'Orochimaru' or 'Kabuto Yakushi' Ninja card to your hand instead. Valid: If this Ninja is removed from p Pricess Dusk N364 set10 n364 Water 3 0 0 Ninja Princess Female 2/3 0/2 Spirit U <> When this Ninja is sent out to Battle, each player must select 1 of the cards in their hand or 1 of their Chakras, if they have any, and discard it. Itachi Uchiha N365 set10 n365 Fire 6 1 0 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye 6/3 2/3 Genjutsu SR <> Valid: When this Ninja is put in play, change 1 of your opponent's in-play Ninjas to injured status. As long as this Ninja remains in play, that injured Ninja cannot be healed. Kisame Hoshigaki N366 set10 n366 Water 5 1 0 Ninja Akatsuki Rogue Ninja Jonin Male 6/2 3/1 Weapon R <> Valid: When this Ninja is sent out to Battle and opposed, if the Team Power of this Ninja's Team is equal to or lower than that of your opponent's Team Battling against it, this Ninja gets +2/+0 during the turn. Itachi Uchiha & Kisame Hoshigaki N367 set10 n367 Fire/Water 6 1 0 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye Platoon 7/4 5/4 Genjutsu/Weapon SR <> When 1 or more of your opponent's in-play Ninjas are discarded due to Damage from this Ninja's Team, you win 1 Battle Reward. The First Hokage N368 set10 n368 Earth 6 1 0 Ninja Leaf Satoosa Male Mental Power: 2 6/3 5/2 Tree SR <> Each time your opponent puts a Ninja in play during the Mission Phase, that Ninja can neither be included in any other Teams nor be sent out to Battle during the turn it is put in play. The Second Hokage N369 set10 n369 Water 6 1 0 Ninja Leaf Satoosa Male Mental Power: 2 6/4 3/3 Water SR <> During your Mission Phase, you can discard X number of your Chakras with a 'Water' symbol. In that case, select 1 of your opponent's Ninjas to give it -X/-X during the turn. At the end of that turn, you can move up to X number of car The Third Hokage N370 set10 n370 Fire 6 1 0 Ninja Leaf Satoosa Male Mental Power: 3 6/4 4/2 Ninjutsu SR <> Valid: When this Ninja is put in play, place 1 Growth coin on all of your other in-play 'Leaf' Ninjas. The Fourth Hokage N371 set10 n371 Lightning 6 1 0 Ninja Leaf Satoosa Male Mental Power: 2 5/4 6/5 Oil SR <> Valid: When you win a Normal Battle Reward or an Outstanding Battle Reward due to this Ninja's Team, you can win 1 additional Battle Reward. Valid: While this Ninja is in injured status, this Ninja's Team cannot be blocked by a Team wi The Fifth Hokage N372 set10 n372 Wind 6 1 0 Ninja Leaf Satoosa Sannin Female Medical Mental Power: 3 Name: Tsunade 8/1 4/1 Medicine SR <> Valid: While you have 1 or more injured Ninjas, this Ninja cannot be sent out to Attack unless you discard 1 of your Chakras with a 'Wind' symbol. Valid: At the end of your turn, if you have 1 or more injured Ninjas, you can Naruto Uzumaki N373 set10 n373 Lightning 0 0 0 Ninja Leaf Genin Male Growth 0/0 1/1 Oil R <> Valid: While this Ninja is in injured status, it gets +X/+0. X = the value of your Turn Marker. Shino Aburame N374 set10 n374 Wind 0 0 0 Ninja Leaf Genin Male Growth Mental Power: 1 2/1 0/0 Insect C <> Other Ninjas in this Ninja's Team cannot be affected by your opponent's Jutsu cards. Ino Yamanaka N375 set10 n375 Earth 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 0/1 0/1 Mind C <> When this Ninja becomes the user of a Jutsu card, you can select 1 of your opponent's Ninjas Battling against this Ninja. In that case, that Ninja gets -2/-2 during the turn. Anko Mitarashi N376 set10 n376 Lightning 2 0 0 Ninja Leaf Special Jonin Female Mental Power: 1 4/1 4/1 Ninjutsu U <> Valid: While this Ninja is Battling against your opponent's Ninja(s with a 'Water' symbol, this Ninja gets -1/+0. Kakashi Hatake N377 set10 n377 Fire 5 1 0 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 3 6/3 3/2 Genjutsu SR <> Valid: This Ninja cannot be affected by the effects of Jutsu cards used by your opponent's Ninja that do not have a 'Genjutsu' Combat Attribute. Gamakichi & Gamatatsu N378 set10 n378 Lightning/Wind 0 0 0 Ninja Leaf Ninja Toad Platoon 0/0 0/0 Oil C <> At the beginning of your turn, you can search for 1 'Gamabunta' Ninja card in the bottom 5 cards of your Deck and put it in play. In that case, return the rest to your Deck and shuffle it. Valid: This Ninja cannot be the user of Jutsu c Hokushin N379 set10 n379 Earth 2 0 0 Ninja Itinerant Ninja Male 3/2 0/1 Stealing C <> When this Ninja's Team wins an Outstanding Victory, your opponent must select 1 of the cards in their hand and discard it. Nagare N380 set10 n380 Earth 3 0 0 Ninja Itinerant Ninja Male 4/2 3/1 Stealing C <> If this Ninja is sent out to Battle, each time your opponent's Ninja uses a Jutsu card during the turn, your opponent must select 1 of the cards in their hand and discard it. Hoki N381 set10 n381 Earth 4 0 2 Ninja Itinerant Ninja Male 5/2 4/1 Stealing U <> When this Ninja's Team wins an Outstanding Victory, move your opponent's Turn Marker down by 1. Toki N382 set10 n382 Wind 1 0 0 Ninja Land of Birds Lady Female 0/2 0/0 Weapon R <> When you win a Normal Battle Reward or an Outstanding Battle Reward due to this Ninja's Team, your opponent must select 1 of the cards in their hand and discard it. Sasuke Uchiha N383 set10 n383 Water 3 0 0 Ninja Sound Rogue Ninja Male Sharingan Eye 5/2 0/0 Taijutsu R <> When this Ninja is sent out to Attack, you can select 1 of your opponent's in-play Ninjas with an Entrance cost of 2 or less. In that case, the effect text of that selected Ninja is negated during this turn and the next turn. Isaribi N384 set10 n384 Water 1 0 0 Ninja Sound Female Sea Monster 0/2 0/0 Water R <> When this Ninja is sent out to Block, you can reveal the bottom card of your Deck. If it is a Ninja card, move it to your hand. If not, return it to your Deck and shuffle it. Amachi N385 set10 n385 Water 4 0 0 Ninja Sound Male Sea Monster Medical Mental Power: 2 5/1 3/1 Medicine R <> Valid: When this Ninja is put in play, you can search for 1 'Sea Monster Panic' Mission card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Valid: When this Ninja's Team wins Yoroi Akado N386 set10 n386 Water 2 0 0 Ninja Sound Male 3/1 1/1 Absorption U <> If this Ninja is sent out to Attack and opposed, it gets the following effect during the turn: “Valid: At the end of the turn, if this Ninja is in your Village, you can select and discard up to the same number of your o Misumi Tsurugi N387 set10 n387 Water 2 0 1 Ninja Sound Male 3/1 2/1 Soft Body U <> During your turn, this Ninja's healthy status printed Support value becomes the same value as its healthy status printed Cobmat value. Hakkaku N388 set10 n388 Wind 1 0 1 Ninja Cooking Ninja Male 0/0 0/0 Cooking C <> Valid: Every Ninja in this Ninja's Team except this Ninja gets +1/+1. Temujin Nus093 set10 nUS093 Fire 4 0 0 Ninja Knight Male Gelel Mental Power: 1 5/2 4/1 Weapon R <> Valid: This Ninja cannot receive any Damage from your opponent's Jutsu cards. Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas. Haido Nus094 set10 nUS094 Earth 1 0 1 Ninja Male Mental Power: 2 0/0 0/0 Speech U <> At the end of the turn this Ninja is put in play, you can search for 1 'Haido (Transformed' Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Haido's Soldier Nus095 set10 nUS095 Earth 0 0 1 Ninja Knight 1/1 0/0 Weapon U <> Valid: When this Ninja is discarded due to the Showdown or by your opponent's effects, you can search for 1 'Haido's Soldier' Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Val Kamira Nus096 set10 nUS096 Earth 3 0 1 Ninja Knight Female Mental Power: 1 4/2 2/2 Magic R <> When this Ninja is sent out to Battle in the same Team with another Ninja with a 'Magic' Combat Attribute, this Ninja gets +0/+1 during the turn. Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas. Ranke Nus097 set10 nUS097 Earth 3 0 1 Ninja Knight Female Mental Power: 1 4/2 4/1 Magic R <> When this Ninja is sent out to Battle in the same Team with another Ninja with a 'Magic' Combat Attribute, this Ninja gets +2/+0 during the turn. Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas. Fugai Nus098 set10 nUS098 Earth 3 0 0 Ninja Knight Female Mental Power: 2 4/2 3/1 Magic R <> When this Ninja is sent out to Battle in the same Team with another Ninja with a 'Magic' Combat Attribute, this Ninja gets +1/+1 during the turn. Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas. Temujin Nus099 set10 nUS099 Fire 4 0 1 Ninja Knight Male Gelel Mental Power: 1 5/2 4/1 Weapon U <> Valid: During the Exchange of Jutsu, you can discard 1 card with a 'Fire' symbol from your hand. In that case, heal this Ninja. This effect can be used as many times as you like. Valid: This Ninja cannot be affected by the e Haido (Transformed) Nus100 set10 nUS100 Earth 2 0 0 Ninja Male Gelel Mental Power: 2 Name: Haido 5/4 0/0 Stone R <> This Ninja cannot be put in play except by sending your in-play 'Haido' with an Entrance cost of 1 to your Chakra area. Valid: During the Exchange of Jutsu, you can discard 1 card with an 'Earth' symbol from your hand. In t Sasuke Uchiha Nus101 set10 nUS101 Fire 0 0 1 Ninja Leaf Genin Male Sharingan Eye Growth 3/1 0/0 Weapon U <> While this Ninja is Battling against your opponent's Team of only Ninjas with an Entrance cost of 1 or less, this Ninja cannot receive any Damage except due the result of the Showdown. Ino Yamanaka Nus102 set10 nUS102 Earth 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 0/1 0/1 Mind C <> Valid: The Head Ninja in this Ninja's Team cannot be affected by the effects of your opponent's Ninjas. Shukaku Nus103 set10 nUS103 Wind 8 2 0 Ninja Sand Animal Name: Gaara of the Desert 9/1 8/1 Sand SR <> Valid: When this Ninja is put in play, discard every card in both players' Chakra areas. During the turn and the next turn that this Ninja is put in play, you cannot charge or move any cards to your Chakra area. Valid: This Ninja ca Naruto Uzumaki Nus104 set10 nUS104 Lightning 0 0 0 Ninja Leaf Genin Male Growth Mental Power: -1 Clone Status 0/0 3/1 Ninjutsu C <> Valid: This Ninja cannot receive any Damage by the effects of your opponent's Ninjas. Hinata Hyuga Nus105 set10 nUS105 Earth 0 0 0 Ninja Leaf Genin Female Byakugan Growth 0/1 1/1 Taijutsu U <> Valid: When this Ninja is put in play, you can select and put 1 'Naruto Uzumaki' Ninja card with an Entrance cost of 0 in your Discard Pile in play in injured status. Kurenai Yuhi Nus106 set10 nUS106 Wind 4 0 1 Ninja Leaf Jonin Female Mental Power: 1 4/3 2/3 Genjutsu R <> While this Ninja is Battling, all Ninjas in this Ninja's Team and all Ninjas Battling against this Ninja's Team get -1/-1. This effect is not applied to Ninjas with a 'Genjutsu' Combat Attribute. Choji Akimichi Nus107 set10 nUS107 Earth 0 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Food C <> Valid: While this Ninja is in play, The Entrance cost of this Ninja is considered to be 3. This effect cannot be negated. Haku Nus108 set10 nUS108 Water 3 0 0 Ninja Mist Rogue Ninja Male Mental Power: 2 4/3 1/1 Ice R <> Valid: While this Ninja is Battling, when any other Ninja in this Ninja's Team with a 'Water' symbol receives any Damage except due to the Showdown, you can negate the Damage. In that case, give the same amount of Damage to this Ninja. The Third Hokage & Monkey King Enma Nus109 set10 nUS109 Fire 8 1 0 Ninja Leaf Satoosa Male Animal Mental Power: 3 Platoon 8/5 5/3 Ninjutsu/Fang R <> Valid: When this Ninja is removed from play by your opponent's effects, you can select and put 1 'The Third Hokage' Ninja card in your Discard Pile or Chakra area in play in injured status in the same position as this Ninja. Jiraiya & Gamabunta Nus110 set10 nUS110 Lightning 8 1 0 Ninja Leaf Sannin Male Ninja Toad Platoon 9/2 8/2 Oil R <> Valid: When this Ninja is removed from play by your opponent's effects, you can select and put 1 'Jiraiya' Ninja card in your Discard Pile or Chakra area in play in injured status in the same position as this Ninja in the same positio Shino Aburame Nus111 set10 nUS111 Wind 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Insect C <> When this Ninja is sent out to Attack and opposed, you can place this Ninja in any of your other Teams being sent out to Battle in any position. Gaara of the Desert (Possessed Mode) Nus112 set10 nUS112 Wind 5 1 Ninja Sand Genin Male Name: Gaara of the Desert 6/1 5/1 Sand R <> This Ninja cannot be put in play except by sending your in-play 'Gaara of the Desert' with an Entrance cost of 2 or more to your Chakra area during your Mission Phase. Valid: At the end of your turn, if this Ninja is in in Hanabi Hyuga & Hiashi Hyuga Nus113 set10 nUS113 Earth/Wind 4 1 Ninja Leaf Male Female Byakugan Main Branch Platoon 7/1 5/1 Taijutsu C <> When you win a Normal Battle Reward or an Outstanding Battle Reward due to this Ninja's Team, your opponent must select 1 of the cards in their hand and discard it. Asuma Sarutobi Nus114 set10 nUS114 Earth 5 1 Ninja Leaf Jonin Male 6/2 3/1 Weapon U <> When this Ninja is sent out to Attack and opposed, you can place this Ninja in any of your other Teams being sent out to Battle in any position. Might Guy Nus115 set10 nUS115 Lightning 5 1 Ninja Leaf Jonin Male 6/1 5/1 Taijutsu U <> Valid: When your in-play 'Rock Lee', 'Neji Hyuga' and/or 'Tenten' is discarded, place 1 Growth coin on this Ninja. Kakashi Hatake Nus116 set10 nUS116 Fire 4 0 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 3 5/2 3/2 Genjutsu R <> While this Ninja card is in your hand, when any of your in-play Ninjas receive any Damage by the effect of your opponent's Ninjas, you can put this Ninja in play. Kimimaro Nus117 set10 nUS117 Water 5 1 Ninja Sound Male 6/3 5/2 Bone U <> When this Ninja is sent out to Battle, you can search for 1 Jutsu card with a 'Requirements: 'Kimimaro'' in the top 5 cards of your Deck, show it to your opponent, and place it in your hand. In that case, return the rest and shuffle your Kankuro Nus118 set10 nUS118 Wind 1 0 Ninja Sand Genin Male 2/1 0/0 Manipulation C <> Valid: When this Ninja is discarded due to the Showdown, you can move this Ninja to its original owner's hand instead. In that case, search for 1 'Puppet' Ninja card in your Deck and put it in play. Then, shuffle your Deck. Kakashi Hatake & Might Guy Nus119 set10 nUS119 Fire/Lightning 5 1 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 3 Platoon 7/3 6/2 Genjutsu/Taijutsu U <> Valid: At the beginning of your turn, if this Ninja is in injured status, heal this Ninja. Choji Akimichi Nus120 set10 nUS120 Earth 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Food C <> Valid: When this Ninja is sent out to Battle, you can discard 1 of your Chakras. In that case, this Ninja gets 'Secret Pill' during the turn. Temari Nus121 set10 nUS121 Wind 3 0 Ninja Sand Genin Female Mental Power: 1 4/3 0/1 Weapon C <> During your Mission Phase, you can discard 1 of your Chakras. In that case, look at all the cards in your opponent's hand. Naruto Uzumaki Nus122 set10 nUS122 Lightning 3 0 Ninja Leaf Male Clone Status 4/1 6/1 Ninjutsu SR <> Valid: At the beginning of your turn, discard the top 2 cards of your Deck. This effect is negated while you have the 'The Final Valley Mission card in play. Valid: This Ninja cannot be affected by your opponent's effects. Sasuke Uchiha Nus123 set10 nUS123 Fire 4 0 Ninja Leaf Rogue Ninja Male Sharingan Eye State 2 6/1 4/1 Taijutsu SR <> Valid: At the beginning of your turn, discard the top 2 cards of your Deck. This effect is negated while you have the 'The Final Valley' Mission card in play. Valid: This Ninja cannot be affected by your opponent's effects. Kimimaro Nus124 set10 nUS124 Water 5 1 Ninja Sound Male State 2 6/3 5/2 Bone SR <> Valid: At the beginning of your turn, discard the top 2 cards of your Deck. This effect is negated while you have the 'Power of State 2' Mission card in play. Valid: This Ninja cannot be affected by your opponent's effects. Hikaru Tsuki C043 set11 c043 Fire/Lightning 1 0 Client Land of Moon Male Prince C Effect: During your Mission Phase, you can discard 1 card from your hand. In that case, you can put in play an 'Animal' Ninja card from your Chakra area or your Discard Pile. (The Entrance cost of the Ninja has to be equal or less than your Turn Marker va Hikaru Tsuki C044 set11 c044 Lightning/Wind 1 0 Client Land of Moon Male Prince U Effect: When this Client is put in play, you can place 3 'Promise' coins on this Client card. When the last 'Promise' coin is removed from this Client, discard this Client. Michiru Tsuki C045 set11 c045 Fire/Lightning 0 0 Client Land of Moon Male Prince ST Effect: At the beginning of your turn, if your Turn Marker is 5 or higher, you can discard 1 of your Chakras. In that case, draw 1 card. Shabadaba C046 set11 c046 Earth/Water 1 0 Client Land of Moon Male C Effect: During your Mission Phase, you can discard this in-play Client. In that case, discard 1 in-play Client. Double Dynamic Entry J342 set11 j342 Lightning L 1 Jutsu SR Requirements: 'Rock Lee' or 'Might Guy' Target: (1) 1 Ninja Battling against the user (2) Every Ninja Battling against the user Effect: If you only have either 'Rock Lee' or 'Might Guy' in play, move target (1) to the top of its original own 8 Trigrams 128 Palms J343 set11 j343 Earth E 2 Jutsu R Requirements: 'Neji Hyuga' or 'Byakugan' + 'An Entrance cost of 4 or more' Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin 4 times. Give 1 Damage to any of the target for each heads. Ninja Art: Kujaku Slice J344 set11 j344 Lightning L Jutsu C Requirements: 'Peacock' Combat Attribute Target: User Effect: The target gets +X/+X during this turn. X = the number of your Meteorite coins +1. Ninja Art: Kujaku Beast J345 set11 j345 Lightning L 2 Jutsu C Requirements: 'Peacock' Combat Attribute + 'Jonin' or higher Rank Target: 1 Ninja Battling against the user Effect: Give X Damage to the target. X = the number of Meteorite coins on the user. Moonlight Rasengan J346 set11 j346 Lightning L L 1 Jutsu SR Requirements: 'Naruto Uzumaki' + 'Clone status' Target: User Effect: The user gets +7/+0 during this turn. Additionally, if the target's Team wins a Victory or an Outstanding Victory this turn, you win 1 Battle Reward. If you have a 'Land of Moon' Client Leaf Lightning Fist J347 set11 j347 Lightning L 1 Jutsu R Requirements: 'Taijutsu' Combat Attribute Target: The Head Ninja Battling against the user Effect: Change the target to injured status. Dynamic Lightning Lotus Chain J348 set11 j348 Lightning L 2 Jutsu R Requirements: 'Rock Lee' or 'Might Guy' Target: User Effect: The user gets +5/+0 during the turn. Additionally, if the target's Team wins a Victory or an Outstanding Victory this turn, select 1 of the cards in your opponent's hand at random and move it to Money Style: 'Help Me' Jutsu J349 set11 j349 Fire F X Jutsu U Requirements: 'Money' Combat Attribute Target: 1 Ninja with an Entrance cost of X or less Effect: Move the target to the back of the user's Team as a Back Ninja. After the Showdown, if the target still remains in play, return the target to its original Currency Jutsu J350 set11 j350 Fire 0 Jutsu C Requirements: 'Money' Combat Attribute Target: User Effect: The user gets +X/+X during this turn. X = the number of the cards in your hand. Face Copying Jutsu J351 set11 j351 Water W Jutsu C Requirements: 'Kedoin Clan' Target: 1 Ninja with the same name as the user Effect: Move the target back to its original owner's hand. Ninja Art: Kujaku Wing J352 set11 j352 Lightning L L Jutsu C Target: Every Ninja in the user's Team Effect: The target cannot be affected by the effects of your opponent's Jutsu cards during this turn. Predation of Chakra J353 set11 j353 Wind N 1 Jutsu U Requirements: 'Peacock' Combat Attribute + 'Jonin' or higher Rank Target: User Effect: Discard up to 3 of your opponent's Chakras. The target gets +1/+1 for each of the discarded Chakra during this turn. Chakra Rope J354 set11 j354 Wind N 2 Jutsu C Requirements: 'Peacock' Combat Attribute Target: X number of your opponent's Ninjas Effect: The target gets -2/-2 during this turn. The maximum value of X is the number of Meteorite coins on the user. Ninja Art: Phantom Jutsu J355 set11 j355 Lightning L L Jutsu U Target: Every Ninja Effect: All Teams skip the Showdown this turn. Additionally, ?lip a Ninja Blade coin; if it's heads, the target cannot be affected by the effects of the opponent's Jutsu cards during this turn. Inherited Iron Arm J356 set11 j356 Wind N N Jutsu R Requirements: 'Sakura Haruno' + 'Medicine' Combat Attribute Target: User Effect: The target gets +3/+3 during the turn. Additionally, you win 1 Battle Reward for each of your Teams that wins an Outstanding Victory this turn. Ninja Art: Shadowing J357 set11 j357 Earth 1 Jutsu C Effect: Look at the top 4 cards of your opponent's Deck and return them in any order you like. Petrifying Attack J358 set11 j358 Earth E 1 Jutsu U Requirements: ”Stone' Combat Attribute Target: 1 Ninja Battling against the user Effect: If the target has no Petrification coins, give 1 Damage to the target and place a Ninja Blade coin (symbolizing a Petrification coin) on it. If the target has 1 Unusual Strength J359 set11 j359 Earth E Jutsu C Requirements: 'Kongo' Target: User Effect: The user gets +5/+0 during this turn. Hundred Blooming Flowers Jutsu J360 set11 j360 Earth E 1 Jutsu U Requirements: 'Karenbana' Target: 1 Jutsu card being played Effect: Negate the target and discard it. Slowing Down the Reflexes J361 set11 j361 Earth E E Jutsu U Requirements: 'Uemon' Clan Effect: During the Showdown of this turn, every healthy status Ninja Battling against the user uses its injured status Power value instead. Kunai J362 set11 j362 Lightning 1 Jutsu C Target: User Effect: If the target has a 'Weapon' Combat Attribute, it gets +3/+3 during this turn. If not, it gets +1/+1 during this turn. Shadow Clone Jutsu J363 set11 j363 Lightning L L Jutsu U Target: User Effect: The target gets +X/+0 during this turn. X = the target's current status printed Combat value. Summoning Jutsu J364 set11 j364 Lightning L 2 Jutsu U Effect: Place 1 'Ninja Toad' or 'Animal' Ninja card in your Discard Pile in the user's Team as a Head Ninja. The target can be put in play even if you already have a Ninja with the same name in play. If the target still remains in play at the end of this Opening the Sharingan Eye J365 set11 j365 Fire F 1 Jutsu ST Requirements: 'Sharingan Eye' + 'An Entrance cost of 4 or more' Target: 1 Jutsu card being played Effect: Apply the same 'Target' and/or 'Effect' as the target. Tunneling Fang J366 set11 j366 Fire F X Jutsu C Requirements: 'Fang' Combat Attribute Effect: Flip a Ninja Blade coin X times. Discard the top 3 cards of your opponent's Deck for each heads. Then, discard 1 card from the top of your opponent's Deck for each 'Animal' Ninja in the user's Team. Fire Style: Fire Ball Jutsu J367 set11 j367 Fire F 2 Jutsu U Target: 1 Ninja Effect: Give 1 Damage to the target. Additionally, if the target has a 'Flame' Combat Attribute, give 1 Damage to the user. Hidden Mist Jutsu J368 set11 j368 Water W 2 Jutsu ST Requirements: 'Jonin' or higher Rank Target: Every Ninja Battling against the user Effect: The target gets -2/-2 during this turn. Curse Mark Jutsu J369 set11 j369 Water W 1 1 Jutsu U Requirements: 'Jonin' or higher Rank Target: 1 Ninja Battling against the user Effect: Change the target to injured status. Crystal Ice Mirror J370 set11 j370 Water W W 1 Jutsu C Requirements: 'Haku' Target: Every Ninja Battling against the user with an Entrance cost of 3 or less Effect: Give 1 Damage to the target. Exercise J371 set11 j371 Lightning L 1 1 Jutsu U Requirements: 'Jonin' or higher Rank Target: 1 'Genin' Ninja in the user's Team Effect: Place a Growth coin on the target. Energy Control J372 set11 j372 Earth 1 1 Jutsu R Effect: Exchange all the cards in your hand with the same amount of cards from the top of your Deck. Then, shuffle your Deck. Earth Style: Headhunter Jutsu J373 set11 j373 Earth E 1 1 Jutsu U Requirements: 'Chunin' or higher Rank Target: Every injured status Ninja Battling against the user Effect: The target becomes a Stand-By Ninja. Substitution Jutsu J374 set11 j374 Earth E 1 1 Jutsu U Target: User Effect: Exchange the target with 1 Ninja card in your Chakra area with an Entrance cost equal to or less than the target's. Place the Ninja card in Healthy status in the same Team and position as the target was. Shadow Possession Jutsu J375 set11 j375 Earth E 1 Jutsu C Requirements: 'Shadow' Combat Attribute Target: 1 Ninja Battling against the user Effect: The target and the user become Stand-By Ninjas. Power of the Byakugan J376 set11 j376 Earth E 1 Jutsu C Requirements: 'Byakugan' Target: Look at the top 5 cards of your opponent's Deck and discard 1 of them. Then, return the rest and your opponent shuffles their Deck. Rasengan J377 set11 j377 Lightning L 2 1 Jutsu ST Requirements: 'Naruto Uzumaki' + 'Clone Status' or 'Jiraiya' or 'The Fourth Hokage' Target: 1 Ninja Battling against the user Effect: Give 1 Damage to the target. If the target is discarded due to the Damage from this Jutsu card, give 1 Damage to 1 of you Harem Jutsu J378 set11 j378 Lightning L L L 1 Jutsu R Requirements: 'Male' + 'Clone status' Effect: The user becomes 'Female' during this turn. Additionally, during the Showdown of this turn, the Power and the Mental Power of every “Male” Ninja Battling against the user are added to the user? Power of the Cursed Mark J379 set11 j379 Water W 1 1 Jutsu C Target: User Effect: Flip a Ninja Blade coin 3 times. The user gets +2/+2 for each heads during the turn. If you get heads only once or no times, give 1 Damage to the user at the end of the turn. Shuriken J380 set11 j380 Lightning L 1 Jutsu U Target: 1 Ninja Battling against the user Effect: Change the target to injured status. At the beginning of the Showdown, if the target is in injured status, heal the target. This Jutsu card can be used even when it is in your Discard Pile or Chakra area. Kaleidoscope Sharingan J381 set11 j381 Fire F 1 Jutsu U Requirements: ''Itachi Uchiha'' Target: Every Ninja Battling against the user Effect: Each player reveals a card from the top of their Deck at the same time for each target. If both players reveal the same card type, give 1 Damage to that Ninja. Then, eac Explosion of the Rasengan J382 set11 j382 Lightning L L 1 1 Jutsu SR Requirements: ''Naruto Uzumaki'' +''Clone Status'' or ''Jiraiya'' or ''The Fourth Hokage'' Target: 1 Ninja Battling against the user Effect: Move the target to the bottom of its owner's Deck.' The Eight Inner Gates J383 set11 j383 Lightning 3 1 Jutsu SR Requirements: ''Rock Lee'' or ''Might Guy'' Target: 1 Ninja Battling against the user Effect: Give 2 Damage to the target and 1 Damage to the user.' Water Style: Water Dragon Jutsu J384 set11 j384 Water W X 1 Jutsu U Requirements: ''Jonin'' or higher Rank Target: 1 Ninja Effect: Change the target to injured status. Additionally, flip a Ninja Blade coin X times. Give 1 Damage for each heads.' Last Ditch Attack J385 set11 j385 Water W 1 1 Jutsu U Requirements: ''Jonin'' or higher Rank Target: 1 Ninja Battling against the user Effect: When the user is discarded due to Showdown, give 2 Damage to the target.' Fire Style: Phoenix Flower Jutsu J386 set11 j386 Fire F F 1 1 Jutsu U Requirements: ''Sharingan Eye'' + ''An Entrance cost of 3 or more'' Target: Every Ninja, with no ''Fire'' Symbols, Battling against the user Effect: Give 1 Damage to the target.' Hot-Blooded Tuition M322 set11 m322 Lightning 4 1 1 Mission SR Effect: If you only have either 'Rock Lee' or 'Might Guy' in play, both players reveal their hand and discard every Jutsu card in their hand. If you have both 'Rock Lee' and 'Might Guy' in play, your opponent reveals their hand and discards every Jutsu ca Important Promise M323 set11 m323 Lightning 1 1 1 Mission ST Effect: If you have no 'Prince' Clients in play, search for 1 'Prince' Client card in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck. However, if you have a 'Prince' Client in play, place 2 Ninja Blade coins Writing Novels M324 set11 m324 Fire 2 1 1 Mission U Effect: Each player reveals the top 5 cards of their Deck and places 1 Jutsu card among the revealed cards in their hand. Then, they return the rest and shuffle their Deck. However, if a player doesnt have any Jutsu cards among the revealed cards, A Piece of Star M325 set11 m325 Lightning 0 1 1 Mission R Permanent Effect: At the beginning of your turn, place 1 Ninja Blade coin (symbolizing a Meteorite coin on 1 of your in-play 'Star' Ninjas. Ninjas with a Meteorite coin get +1/+1 for each Meteorite coin on it. At the end of the turn, discard every Ninja Communication M326 set11 m326 Fire 1 1 1 Mission U Effect: You can search for 1 'Circus' + 'Animal' Ninja or 1 'Land of Moon' Client card in your Deck, show it to your opponent and place it in your hand. While this Mission card is in your Chakra area, your 'Circus' + 'Animal' Ninjas get +1/+1. Purchasing a whole Circus M327 set11 m327 Fire 1 1 1 Mission U Permanent Effect: During your Mission Phase, you can discard 3 cards from your hand. In that case, you win 1 Battle Reward. Extremely Rich M328 set11 m328 Fire 3 1 1 Mission U Target: 1 Ninja Effect: Discard as many cards as you like from your hand. In that case, place the same amount of Growth coins on the target. New Vessel M329 set11 m329 Water 5 1 1 Mission U Permanent Target: Your 'Orochimaru' Effect: Select 1 of the Ninja cards in your Chakra area with an Entrance cost of 4 or less. In that case, the target gets the same effect texts as that Ninja card while that Ninja card is in your Chakra area. When the t Temporizing Threat M330 set11 m330 Water 3 1 1 Mission R Counter Permanent (2 Target: 1 of your opponent's Ninjas Effect: Every time the target is send out to Battle, you draw 1 card. This effect cannot be duplicated. Vision of the Future M331 set11 m331 Water 4 1 1 Mission R #################################### Cure for the Petrification M332 set11 m332 Wind 2 1 1 Mission C Target: 1 Ninja Effect: Remove all Petrification coins on the target, if there is any. Additionally, if the target is injured, heal the target. Gas Mask M333 set11 m333 Wind 3 1 1 Mission U Counter Permanent Effect: Your Ninjas cannot receive any Damage by the effects of your opponent's Mission cards. Restart M334 set11 m334 Wind 4 1 1 Mission C Effect: Discard all the cards in your hand and your Chakra area. After this turn ends, you can have 1 additional turn. You must discard a minimum of 1 card for this effect to be applied. Hell Valley M335 set11 m335 Earth 3 1 1 Mission U Permanent Effect: Ninjas that are sent out to Battle as the Head Ninjas receive 1 Damage at the end of that turn. This effect cannot be duplicated. Rashness M336 set11 m336 Earth 3 1 0 Mission C Permanent (2 Effect: At the beginning of the Mission Phase, the Blocker for the turn looks at the opponent's hand, selects 1 card among them and discards it. Ambush M337 set11 m337 Earth 3 1 1 Mission U Permanent (2 Effect: Every Ninja card in your Chakra area with an 'Earth' symbol gets 'Ambush'. Running to the Setting Sun M338 set11 m338 Lightning 3 1 1 Mission C Permanent (3 Effect: Your injured status Ninjas get +2/+0. At the beginning of your Mission Phase, you can flip a Ninja Blade coin; if it's heads, you can place 1 Ninja Blade coin on this Mission card. Treat M339 set11 m339 Lightning 4 1 1 Mission R Permanent (2 Effect: Your opponent selects 1 of your Ninja cards. Each time that Ninja is sent out to Battle, draw a card. Back to the Leaf Village M340 set11 m340 Fire 3 1 1 Mission C Permanent (2) Effect: Each Player counts the number of their Battle Rewards. When this Mission card is removed from play by removing the last coin, each player discards their Battle Rewards until they have the same number that was counted. Abandonment M341 set11 m341 Water 2 1 1 Mission U Effect: Search for 1 'Zabuza Momochi' or 'Haku' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Ambitious Squad M342 set11 m342 Water 3 1 1 Mission U Effect: Put 1 Ninja card in your Chakra area with “The Four Sound Ninja” + “Ambush” + “An Entrance cost of 3” into play. Madness M343 set11 m343 Wind 3 1 1 Mission U Permanent (3 Effect: Each time your Team with 3 or more 'Female' Ninjas is sent out to Battle and Defeated or Completely Defeated, you can give 1 Damage to 1 of your opponent's Ninjas. Remarkable Growth M344 set11 m344 Lightning 1 1 1 Mission ST Permanent (3 Target: 1 of your 'Genin' Ninjas Effect: At the end of your turn, if the target was not moved to the Battlefield during that turn, you can place 1 Growth coin on the target. You cannot place Growth coins by this effect if the target already h Oath of Tears M345 set11 m345 Earth 3 1 1 Mission R Permanent (4 Effect: When 1 of your Ninjas is discarded due to Showdown, you can move this in-play Mission card to your Chakra area. In that case, put that Ninja in play and place 1 Growth coin on it. My Way of the Shinobi M346 set11 m346 Lightning 0 1 0 Mission R Effect: If you win 2 or more Battle Rewards this turn, draw 2 cards at the end of the turn. Browbeater M347 set11 m347 Fire 4 1 1 Mission R Target: Every Ninja with a Turn cost of 3 or less Effect: Give 1 Damage to the target. Tracking by Ninja Hounds M348 set11 m348 Fire 3 1 1 Mission R Effect: You can reveal 1 'Ninja Dog' Ninja card in your hand, then shuffle it into your Deck. In that case, draw 3 cards. Quarrel M349 set11 m349 Wind 2 1 0 Mission R Effect: During the Showdown of this turn, the Battle result of all Battling Teams becomes a Draw. Affected Body M350 set11 m350 Fire 2 1 0 Mission C Permanent Effect: Players must discard the top card of their Deck each time they send a Team out to Battle. Binding Destiny M351 set11 m351 Wind 5 1 0 Mission C Effect: Each player shuffles all the cards in their Discard Pile into their Deck. Inquiry M352 set11 m352 Lightning 5 1 0 Mission R Effect: Heal all your injured Ninjas and place 1 Growth coin on them. Being a Fool M353 set11 m353 Lightning 1 1 1 Mission U Permanent (3 Effect: At the beginning of each player's turn, give 1 Damage to a Ninja(s with the highest Mental Power value among all the in-play Ninjas. The ones Moving in the Dark M354 set11 m354 Earth/Water 4 0 0 Mission C Effect: Move 1 Ninja cards with 'Ambush' in your Discard Pile to your Chakra area. The Final Valley M355 set11 m355 Fire/Lightning 3 1 0 Mission U Permanent Effect: When this Mission card comes into play, search for 1 Ninja card with both the <> effect and an Entrance cost of 4 or lower in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. The Symbol of the Proud Clan M356 set11 m356 Fire 3 1 0 Mission R Permanent Effect: All your in-play Ninjas with 'Uchiha' in their names get +1/+1. Additionally, Ninja cards with 'Uchiha' in their names in your hand gets -1 Entrance cost. Melee M357 set11 m357 Earth/Fire 4 1 1 Mission U Effect: Each player moves all the cards in their hand to their Chakra area and draw the same amount of cards. Charm M358 set11 m358 Wind 3 1 0 Mission C Permanent (2 Effect: At the beginning of your turn, heal all your injured status 'Genin' Ninjas. Inauguration M359 set11 m359 Fire/Wind 4 1 0 Mission U Permanent Effect: When you deploy a 'Satoosa' Ninja, you can search for 1 Jutsu card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. What the Ogre has left M360 set11 m360 Water 4 1 1 Mission C ########################################### Eight Inner Gates M361 set11 m361 Lightning 3 1 0 Mission U Effect: Move your Turn Marker up by 5. At the end of this turn, move your Turn Marker down to 0. Left Alone M362 set11 m362 Fire 4 1 1 Mission R Permanent Effect: At the end of your turn, give 1 Damage to every Ninja in a Team of only 1 Ninja. Overflowing Red Chakra M363 set11 m363 Lightning 3 1 0 Mission C Permanent Effect: While your 'Naruto Uzumaki' is in injured status, it gets the following effect text: 'Valid: Jutsu cards used by this Ninja cannot be negated. ' Neji Hyuga N389 set11 n389 Earth 2 0 0 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu U <> When this Ninja is sent out to Battle, you can look at the top 3 cards of your opponent's Deck. In that case, return them in any order you like. Might Guy N390 set11 n390 Lightning 5 1 0 Ninja Leaf Jonin Male 6/1 5/1 Taijutsu U <> When this Ninja is put in play, you can search for 1 'Hot-Blooded Tuition' Mission card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. The Fourth Hokage & Gamabunta N391 set11 n391 Lightning/Water 8 1 0 Ninja Leaf Satoosa Male Ninja Toad Platoon Mental Power: 2 9/4 8/5 Ninja/Oil SR <> When this Ninja is put in play, you can move 1 of your opponent's in-play Ninjas to the bottom its original owner's Deck. Naruto Uzumaki & Rock Lee N392 set11 n392 Fire/Lightning 2 0 0 Ninja Leaf Genin Male Platoon Clone Status Mental Power: -1 4/1 4/1 Ninjutsu/Taijutsu R <> Valid: At the end of your turn, if this Ninja was not moved to the Battlefield during that turn, you can place 1 Growth coin on this Ninja. The maximum number of Growth coins this Ninja can have due to this effect is 3. Naruto Uzumaki N393 set11 n393 Lightning 0 0 0 Ninja Leaf Genin Male Growth 1/1 3/1 Ninjutsu U <> When this Ninja is deployed, if you have no 'Prince' Clients in play, you can search for 1 'Prince' Client card in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck. Valid: While you hav Sakura Haruno N394 set11 n394 Wind 0 0 1 Ninja Leaf Genin Female Medical Growth Mental Power: 3 2/1 0/0 Medicine C <> When this Ninja is deployed, if you have a 'Prince' Client in play, draw 1 card. Valid: While you have a 'Prince' Client in play, this Ninja gets +0/+1. Rock Lee N395 set11 n395 Lightning 1 0 1 Ninja Leaf Genin Male Growth 3/1 2/1 Taijutsu U <> When this Ninja is deployed, if you have a 'Prince' Client in play, draw 1 card. Valid: While you have a 'Prince' Client in play, this Ninja gets +1/+0. Kakashi Hatake N396 set11 n396 Fire 5 1 1 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 3 6/3 3/2 Genjutsu C <> When this Ninja is put in play, if you have a 'Prince' Client in play, draw 1 card. Valid: While this Ninja card is in your hand and you have a 'Prince' Client in play, this Ninja gets -1 Entrance cost and -1 Hand cost. Naruto Uzumaki N397 set11 n397 Lightning 0 0 0 Ninja Leaf Genin Male Growth 1/1 3/1 Ninjutsu U <> Valid: During the Exchange of Jutsu, you can remove 1 of your 'Promise' coins. In that case, this Ninja gets +3/+3 and 'Clone Status' during the turn. Sakura Haruno N398 set11 n398 Wind 0 0 1 Ninja Leaf Genin Female Medical Growth Mental Power: 3 2/1 0/0 Medicine C <> Valid: During the Exchange of Jutsu, you can remove 1 of your 'Promise' coins. In that case, draw 1 card. Rock Lee N399 set11 n399 Lightning 1 0 0 Ninja Leaf Genin Male Growth 3/1 2/1 Taijutsu U <> Valid: During the Exchange of Jutsu, if this Ninja is in injured status, you can remove 1 of your 'Promise' coins. In that case, heal this Ninja and place 1 Growth coin on this Ninja. Kakashi Hatake N400 set11 n400 Fire 5 1 0 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 3 6/3 3/2 Genjutsu U <> When this Ninja is sent out to Battle, if you have 1 or less cards in your Chakra area, you can move up to 2 cards from your Discard Pile to your Chakra area. Cham N401 set11 n401 Fire 1 0 0 Ninja Circus Animal 4/1 3/1 Fang U <> While this Ninja card is in your hand, if you don't have a 'Hikaru Tsuki' in play, this Ninja card gets +1 Entrance cost. Valid: This Ninja cannot be the user of Jutsu cards. Kikki N402 set11 n402 Fire 1 0 0 Ninja Circus Animal 0/1 0/1 Fang C <> Valid: When this Ninja is sent out to Battle and opposed, flip a Ninja Blade coin; if it's heads, the Head Ninja Battling against this Ninja's Team gets -1/+0 during the turn. Valid: This Ninja cannot be the user of Jutsu cards. Ishidate N403 set11 n403 Earth 5 1 1 Ninja Uemon Clan Male Ambush Mental Power: 1 6/2 3/2 Stone R <> Valid: When this Ninja is sent out to Battle and opposed, you can place a Ninja Blade coin (symbolizing a Petrification coin on every Ninja Battling against this Ninja's Team. Valid: Ninjas with a Petrification coin cannot be healed exc Kongo N404 set11 n404 Earth 4 0 1 Ninja Uemon Clan Male Ambush Mental Power: -1 6/1 0/0 Taijutsu R <> When this Ninja's Team wins a Victory, flip a Ninja Blade coin; if it's heads, give 1 Damage to 1 Ninja Battling against this Ninja's Team. Karenbana N405 set11 n405 Earth 4 1 1 Ninja Uemon Clan Female Ambush Mental Power: 2 4/3 1/2 Genjutsu R <> When 1 of your opponent's Ninjas Battling against this Ninja's Team becomes the user of a Jutsu card, you can flip a Ninja Blade coin; if it's tails, negate that Jutsu card and move it to its original owner's hand. Naruto Uzumaki & Shadow Clone N406 set11 n406 Fire/Lightning 1 0 0 Ninja Leaf Genin Male Clone Status Platoon 3/1 3/1 Ninja/Oil STSR <> Valid: When this Ninja uses a Jutsu card that includes 'Rasengan' in its name, the cost of the Jutsu becomes 1 'Lightning'. Kunihisa N407 set11 n407 Fire 0 0 0 Ninja Land of Fire Male Celebrity Mental Power: -1 0/0 0/0 Money C <> During the Mission Phase, if you have 6 or more cards in your hand, you can discard 2 cards from your hand. In that case, move 1 of your opponent's in-play Ninjas with an Entrance cost of 2 or less to your Village. At the end of tha Agari Kaisen N408 set11 n408 Water 0 0 0 Ninja Kedoin Clan Male Mental Power: 2 0/1 0/1 Face U <> Valid: During your Mission Phase, you can designate an in-play Ninja name. In that case, this Ninja's name is treated as the same as the designated Ninja's during the turn. Sumaru N409 set11 n409 Lightning 0 0 0 Ninja Star Genin Male Growth Mental Power: 1 3/1 0/0 Peacock U <> If this Ninja has a Meteorite coin, this Ninja cannot receive any Damage while it is Battling against 1 or more Ninjas with an Entrance cost of 2 or less. Hokuto N410 set11 n410 Wind 0 0 0 Ninja Star Genin Female Growth Mental Power: 2 0/1 0/1 Peacock C <> During your Mission Phase, you can search for 1 'A Piece of Star' Mission card in the top 5 card of your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Mizura N411 set11 n411 Wind 0 0 0 Ninja Star Genin Male Growth Mental Power: 1 2/1 0/0 Peacock C <> Valid: When this Ninja is sent out to Battle, give 1 Damage to this Ninja at the end of the turn. Valid: When this Ninja is discarded due to this Ninja's effect, or Showdown, draw 1 card. Natsuhi N412 set11 n412 Lightning 5 1 0 Ninja Star Jonin Female Mental Power: 3 6/3 0/3 Peacock ST <> During your Mission Phase, you can discard your in-play 'A Piece of Star' Mission card. In that case, you can give 1 Damage to this Ninja and 1 of your opponent's Ninjas. Akahoshi N413 set11 n413 Wind 5 1 0 Ninja Star Satoosa Male Mental Power: 2 5/1 2/1 Peacock U <> When this Ninja is put in play, you can move 1 Meteorite coin on your other in-play Ninjas to this Ninja. Valid: This Ninja cannot be discarded due to the effect of 'A Piece of Star' Mission card. Sasuke Uchiha & Orochimaru N414 set11 n414 Fire/Water 6 1 0 Ninja Sound Sannin Rougue Ninja Male Sharingan Eye Platoon Mental Power: 3 7/4 6/3 Flame/Snake SR <<3 YEARS LATER>> When your Turn Marker value becomes 9, you can move 1 of your opponent's in-play Ninjas to the bottom its original owner's Deck. After this effect is applied, you can discard 2 cards from your hand. In that case, move your Turn Marker do Sasuke Uchiha N415 set11 n415 Fire 3 0 0 Ninja Leaf Rogue Ninja Male Sharingan Eye 5/2 0/0 Taijutsu STSR <> During the Exchange of Jutsu, you can discard 2 cards from your hand. In that case, negate and discard 1 Jutsu card being played. Kabuto Yakushi N416 set11 n416 Water 5 1 0 Ninja Sound Jonin Medical Male Ambush Mental Power: 2 6/3 2/2 Medicine SR <> This Ninja and other Ninjas in this Ninja's Team with a Turn cost of 5 or more cannot receive any Damage by your opponent's effects. Genyumaru N417 set11 n417 Water 4 0 0 Ninja Sound Male 5/1 4/1 Ninjutsu U <> Valid: Any 'Orochimaru' Ninja card in your hand gets -1 Entrance cost and -1 Hand cost. Naruto Uzumaki N418 set11 n418 Lightning 3 0 0 Ninja Leaf Genin Male Clone Status Growth 3/1 6/1 Oil SR <> Valid: When this Ninja is sent out to Battle, you can discard 1 of your Chakras. In that case, if this Ninja's Team wins a Victory or an Outstanding Victory that turn, you win 1 Battle Reward. Sakura Haruno N419 set11 n419 Wind 3 0 1 Ninja Leaf Chunin Female Medical Growth Mental Power: 3 4/3 0/2 Medicine SR <> When this Ninja is sent out to Battle, you can discard 1 of your Chakras. In that case, this Ninja gets +2/-3 during that turn. Shikamaru Nara N420 set11 n420 Earth 3 0 1 Ninja Leaf Chunin Male Mental Power: 4 2/3 0/2 Shadow U <> While this Ninja is Battling, effect texts of every Ninja in this Ninja's Team cannot be negated by your opponent's effects. Kakashi Hatake N421 set11 n421 Fire 5 1 0 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 3 6/3 3/2 Genjutsu ST <> Valid: While this Ninja is Battling, other 'Leaf' Ninjas in this Ninja's Team with an Entrance cost of 4 or less cannot be affected by your opponent's Jutsu cards. Jiraiya N422 set11 n422 Lightning 6 1 0 Ninja Leaf Sannin Male 7/2 6/2 Oil R <> This Ninja's Team cannot be Blocked by your opponent's Team that includes 1 or more Ninjas with an Entrance cost of 2 or less. Tsunade N423 set11 n423 Wind 6 1 1 Ninja Leaf Satoosa Sannin Female Medical Mental Power: 3 8/1 4/1 Medicine R <> This Ninja's Team cannot be Blocked by your opponent's Team that includes 1 or more Ninjas with an Entrance cost of 2 or less. Konohamaru N424 set11 n424 Lightning 0 0 0 Ninja Leaf Genin Male Growth 1/1 2/1 Ninjutsu U <> When this Ninja is put in play, you can draw 1 card. In that case move 1 card from your hand to the bottom of your Deck. Naruto Uzumaki N425 set11 n425 Lightning 0 0 0 Ninja Leaf Genin Male Growth 0/0 3/1 Oil R <> Valid: When this Ninja is sent out to Battle in injured status, you can move the top card of your Deck to your Chakra area. Sasuke Uchiha N426 set11 n426 Fire 0 0 0 Ninja Leaf Genin Male Sharingan Eye Growth 3/1 0/0 Taijutsu R <> During the Exchange of Jutsu, you can change 1 of your other 'Leaf' Ninjas to injured status. In that case, this Ninja gets +2/+0 during that turn. Kiba Inuzuka N427 set11 n427 Fire 0 0 1 Ninja Leaf Genin Male Animal Growth 2/1 1/1 Fang ST <> Valid: At the end of your turn, if you have an 'Akamaru' in healthy status in the same Team as this Ninja and this Ninja is injured, you can heal this Ninja. Shino Aburame N428 set11 n428 Wind 0 0 1 Ninja Leaf Genin Male Growth Mental Power: 1 2/1 0/0 Insect C <> Valid: When this Ninja is sent out to Battle and opposed, if this Ninja's Team Power is equal to the Team Power of the Team Battling against it, this Ninja gets +1/+1 during the turn. Hinata Hyuga N429 set11 n429 Earth 0 0 1 Ninja Leaf Genin Female Byakugan Growth Mental Power: 1 0/1 1/1 Taijutsu C <> Valid: When you get a tails during the Ninja Blade coin flip(s due to a Ninja Blade coin flip effect, you can discard this in-play Ninja. In that case, that result is considered to be heads instead. Rock Lee N430 set11 n430 Lightning 1 0 0 Ninja Leaf Genin Male Growth 3/1 3/1 Taijutsu C Tenten N431 set11 n431 Earth 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 2/1 0/1 Weapon C Neji Hyuga N432 set11 n432 Earth 2 0 0 Ninja Leaf Genin Male Byakugan Growth 4/1 3/1 Taijutsu C Ino Yamanaka N433 set11 n433 Earth 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 0/1 0/1 Mind U <> When this Ninja is sent out to Battle and opposed, you can select 1 of your opponent's Ninjas Battling against this Ninja with 0 or less 'Mental Power'. In that case, that Ninja gets -1/-1 during that turn. Choji Akimichi N434 set11 n434 Earth 0 0 0 Ninja Leaf Genin Male Growth 2/1 0/0 Food C <> When this Ninja is sent out to Attack, you can discard the top card of your Deck. In that case, this Ninja gets +1/+0 and cannot be affected by the effect of your opponent's Ninjas during that turn. Akamaru N435 set11 n435 Fire 0 0 1 Ninja Leaf Ninja Dog Animal Growth 0/1 0/1 Fang ST <> While you have a 'Kiba Inuzuka' in play, the original healthy status Power values of this Ninja and your 'Kiba Inuzuka' become 2/2. Valid: While your 'Kiba Inuzuka' is in the same Team as this Ninja, they cannot be affected by the eff Iruka Umino N436 set11 n436 Lightning 2 0 1 Ninja Leaf Chunin Male Mental Power: 1 3/2 1/2 Weapon C Might Guy N437 set11 n437 Lightning 5 1 1 Ninja Leaf Jonin Male 7/1 5/1 Taijutsu C Asuma Sarutobi N438 set11 n438 Earth 5 1 1 Ninja Leaf Jonin Male 6/3 3/3 Weapon C Hayate Gekko N439 set11 n439 Fire 3 0 0 Ninja Leaf Special Jonin Male Proctor Mental Power: 1 4/3 1/2 Weapon R <> This Ninja's Team cannot be Blocked by a Team with only 1 Ninja with an Entrance cost of 1 or less. Anko Mitarashi N440 set11 n440 Lightning 3 0 0 Ninja Leaf Special Jonin Female Proctor Mental Power: 1 4/1 4/1 Ninjutsu R <> Valid: When this Ninja is discarded due to the Showdown, you can give 1 Damage to 1 Ninja that Battled against this Ninja that turn. Naruto Uzumaki & Sakura Haruno N441 set11 n441 Lightning/Wind 4 1 0 Ninja Leaf Genin Chunin Male Female Clone Status Medical Platoon Mental Power: 3 5/3 6/2 Oil/Medicine SR <> Valid: While this Ninja is Battling against 1 or more Ninjas with a Turn cost of 4 or more, this Ninja gets +1/+1. Zaku Abumi N442 set11 n442 Water 0 0 0 Ninja Sound Genin Male 2/1 0/0 Sound U <> When this Ninja is sent out to Battle, you can discard 1 of your Chakras. In that case, flip a Ninja Blade coin; if it's heads, this Ninja gets the following text during the turn: 'Valid: At the end of your turn, you can change Dosu Kinuta N443 set11 n443 Water 1 0 Ninja Sound Genin Male 1/1 1/1 Sound ST <> When this Ninja is sent out to Battle, you can flip a Ninja Blade coin; if it's heads, this Ninja gets the following text during the turn: 'Valid: At the end of your turn, you can give 1 Damage to 1 of your opponent's injured s Haku N444 set11 n444 Water 3 0 Ninja Mist Rogue Ninja Male Ambush Mental Power: 2 4/3 1/1 Weapon U <> During the Exchange of Jutsu, you can discard this in-play Ninja. In that case, 1 of your Ninjas cannot receive Damage during that turn. Zabuza Momochi N445 set11 n445 Water 5 1 Ninja Mist Rogue Ninja Jonin Male Ambush 6/2 4/1 Weapon SR <> Valid: When this Ninja's Team is sent out to Attack, if this Ninja is in injured status, you can change this Ninja to healthy status. Valid: While this Ninja is in the same Team as 'Haku', this Ninja gets +1/+1. Kimimaro N446 set11 n446 Water 5 1 Ninja Sound Male Ambush 6/3 5/2 Bone R <> Valid: This Ninja cannot receive any Damage by your opponent's effects. Valid: While this Ninja is in injured status, this Ninja gets 'State 2'. Orochimaru N447 set11 n447 Water 6 1 Ninja Sound Sannin Male Ambush Mental Power: 3 6/4 5/3 Snake ST <> This Ninja's Team cannot be Blocked by your opponent's Team that includes 1 or more Ninjas with an Entrance cost of 2 or less. Naruto Uzumaki N448 set11 n448 Lightning 3 0 Ninja Leaf Genin Male Growth Clone Status 3/1 6/1 Oil R <> Valid: This Ninja's Team and the Team Battling against it cannot perform a Mental Power Battle. Sakura Haruno N449 set11 n449 Wind 3 0 Ninja Leaf Chunin Female Medical Growth Mental Power: 3 4/2 0/3 Medicine R <> While this Ninja is Battling against 1 or more 'Male' Ninjas with 'Mental Power' of 0 or less, this Ninja gets +1/+1. Pakkun N450 set11 n450 Lightning 1 0 Ninja Ninja Dog Animal Mental Power: 2 0/1 0/1 Fang C <> Valid: All your in-play Ninjas with no effect texts get +1/+1. Shizune N451 set11 n451 Wind 4 0 Ninja Leaf Jonin Female Medical Mental Power: 1 4/3 1/3 Medicine U <> During your Mission Phase, you can discard the top card of your Deck. In that case, heal 1 of your injured Ninjas. Additionally, this Ninja cannot be send out to Battle during that turn. Naruto Uzumaki N452 set11 n452 Lightning 0 0 Ninja Leaf Genin Male Growth 1/1 4/1 Taijutsu U <> Valid: While this Ninja is Battling against 1 or more Ninjas with a 'Taijutsu' Combat Attribute, this Ninja gets -1/-1. Itachi Uchiha N453 set11 n453 Fire 5 1 Ninja Akatsuki Rogue Ninja Jonin Male Ambush Sharingan Eye 6/3 2/3 Genjutsu SR <> During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, this Ninja and 1 Ninja Battling against this Ninja become Stand-By Ninjas. Kisame Hoshigaki N454 set11 n454 Water 5 1 Ninja Akatsuki Rogue Ninja Jonin Male Ambush 6/2 3/1 Weapon SR <> During your Mission Phase, if you have 3 or less Chakras, you can select and move 1 card with a 'Water' symbol in your Discard Pile to your Chakra area. At the end of your turn, if your opponent has 3 or more Chakras in their Chakra area, Naruto Uzumaki & Gamabunta N455 set11 n455 Lightning/Water 6 1 Ninja Leaf Genin Male Clone Status Ninja Toad Platoon 9/1 8/1 Ninjutsu/Oil SR <> Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas or Jutsu cards. Valid: When this Ninja is sent out to Battle, you can move the top card of your Deck to your Chakra area. Zabuza Momochi N456 set11 n456 Water 5 1 Ninja Mist Rogue Ninja Jonin Male Ambush 6/2 4/1 Weapon R <> When this Ninja is put in play, if you have a 'Haku' Ninja card with 'Ambush' in your Chakra area or Discard Pile, put it in play. Valid: While this Ninja is in the same Team as 'Haku', this Ninja cannot be affected by the effects of Sakon N457 set11 n457 Water 3 0 Ninja Sound Male The Four Sound Ninja Ambush 4/3 0/1 Sound U <> This Ninja card cannot be charged from your hand. When this Ninja is deployed by the effect of 'Ambush', place a Ninja Blade coin (symbolizing a 'State 2' coin on it. Valid: While this Ninja has a 'State 2' coin it, this Nin Jirobo N458 set11 n458 Water 3 0 Ninja Sound Male The Four Sound Ninja Ambush 5/1 0/0 Sound U <> This Ninja card cannot be charged from your hand. When this Ninja is deployed by the effect of 'Ambush', place a Ninja Blade coin (symbolizing a 'State 2' coin on it. Valid: While this Ninja has a 'State 2' coin it, this Nin Tayuya N459 set11 n459 Water 3 0 Ninja Sound Female The Four Sound Ninja Ambush 3/3 1/3 Sound U <> This Ninja card cannot be charged from your hand. When this Ninja is deployed by the effect of 'Ambush', place a Ninja Blade coin (symbolizing a 'State 2' coin on it. Valid: While this Ninja has a 'State 2' coin it, this Nin Kidomaru N460 set11 n460 Water 3 0 Ninja Sound Male The Four Sound Ninja Ambush 4/2 2/2 Sound U <> This Ninja card cannot be charged from your hand. When this Ninja is deployed by the effect of 'Ambush', place a Ninja Blade coin (symbolizing a 'State 2' coin on it. Valid: While this Ninja has a 'State 2' coin it, this Nin Sexy Jutsu J387 set12 j387 Lightning L L Jutsu R Requirements: ''Male'' Target: 1 Jutsu card being used by a ''Male'' Ninja Effect: The user becomes ''Female'' during this turn. Additionally, negate the target and discard it.' New Pervy Ninjutsu J388 set12 j388 Lightning L Jutsu R Requirements: ''Male'' Target: Every other ''Male'' Ninja in the user's Team and every ''Male'' Ninja in the Team Battling against the user's Team Effect: The user becomes ''Female'' during this turn. Additionally, give 1 Damage to the target.' Revealing the Ending J389 set12 j389 Fire F 1 Jutsu C Requirements: ''Chunin'' or higher Rank Target: 1 Ninja Battling against the user Effect: Your opponent chooses 1 of the following and applies it: 1) Change the target to injured status. 2) The target becomes a Stand-By Ninja.' Make-Out Tactics J390 set12 j390 Fire F Jutsu C Requirements: ''Kakashi Hatake'' Target: User Effect: If you have both ''Make-Out Paradise'' and ''Make-Out Violence'' Mission cards in your Chakra area and the target's Team is Battling, regardless of the result of the Battle, the target's Team wins an Brainwash Jutsu J391 set12 j391 Wind N 1 Jutsu U Requirements: ''Chunin'' or higher Rank Target: 1 Ninja Battling against the user with a printed Entrance cost of 2 or less Effect: Move the target to the back of the user's Team as a Back Ninja. After the Showdown, if the target still remains in play, re Forbidden Word J392 set12 j392 Wind 1 Jutsu C Target: Every Ninja in the user's Team and the Team Battling against it. Effect: The target gets -2/-2 during the turn.' Iron-Armed J393 set12 j393 Wind 1 Jutsu U Requirements: ''Female'' Target: User Effect: The target gets +3/+3 during the turn.' Wind Scythe Jutsu J394 set12 j394 Wind N N Jutsu R Requirements: ''Jonin'' or higher Rank Target: 1 Ninja Battling against the user with a printed Entrance cost of 3 or less Effect: Move the target to its original owner's hand.' Sand Shield J395 set12 j395 Wind N Jutsu C Requirements: ''Sand'' Combat Attribute Target: Every Ninja in the user's Team and the Team Battling against it Effect: The target becomes a Stand-By Ninja.' Leaf Rising Wind J396 set12 j396 Lightning 2 Jutsu U Requirements: ''Chunin'' or higher Rank + ''Taijutsu'' Target: 1 Jutsu card being used by a Ninja with a printed Entrance cost equal to or lower than the printed Entrance cost of the user Effect: Negate the target and discard it. ' Nunchaku J397 set12 j397 Lightning 2 Jutsu C Requirements: ''Chunin'' or higher Rank + ''Taijutsu'' or ''Weapon'' Combat Attribute Target: User Effect: The user gets +4/+4 during this turn.' Opening the Eight Inner Gates J398 set12 j398 Lightning L X Jutsu R Requirements: 'Might Guy' or 'Rock Lee' + 'Chunin' or higher Rank Target: User Effect: The user gets +Y/+0 during this turn. Y = the value of X times 3. Asakujaku J399 set12 j399 Lightning L L Jutsu SR Requirements: 'Might Guy' Target: 1 Ninja Battling against the user Effect: Move the target to the bottom of its owner's Deck. If this Ninja's Team wins a Victory or an Outstanding Victory during this turn, you win 1 Battle Reward. Giant Rasengan J400 set12 j400 Lightning L X Jutsu SR Requirements: 'Naruto Uzumaki' + 'Clone Status' + 'An Entrance cost of 3 or more' Effect: Give 2 Damage to every Ninja with an Entrance cost of X or less Battling against the user. You can only discard Chakras with a 'Lightning' Symbol for X. Genjutsu J401 set12 j401 Fire F F Jutsu C Requirements: 'Genjutsu' Combat Attribute + 'Jonin' or higher Rank Effect: The Power of every Ninja Battling against the user with a Turn cost of 4 or less becomes 0/0 during this turn. Mission File J402 set12 j402 Wind 2 Jutsu C Effect: Discard 1 in-play Mission card. Detonating Clay Eagle J403 set12 j403 Earth E Jutsu U Requirements: 'Deidara' Target: Every Ninja Battling against the user Effect: Effect texts of the target are negated during this turn. Additionally, you can discard 1 of your Chakras after this effect is applied. In that case, move this Jutsu card to your Detonating Clay Bird J404 set12 j404 Earth E Jutsu U Requirements: 'Deidara' Target: 1 Ninja Battling against the user Effect: Give 1 Damage to the target. This Jutsu card cannot be negated. Detonating Clay Spider J405 set12 j405 Earth E Jutsu U Requirements: 'Deidara' Target: 1 Ninja Battling against the user Effect: The name of the target is changed to 'Spider' during this turn. Additionally, all of the target's Characteristics are negated during this turn. Detonating Clay Signature Technique J406 set12 j406 Earth E E 1 Jutsu R Requirements: 'Deidara' Target: Each of your opponent's Ninjas with 1 or more Bomb coins Effect: Give 1 Damage to the target for each 'Bomb' coin on them. Cleanup J407 set12 j407 Earth E 1 Jutsu U Requirements: 'Zetsu' Target: User Effect: Remove X number of Ninja cards in your opponent's Discard Pile from game. In that case, the target gets +X/+X during this turn. Water Style: Exploding Water Shock Wave J408 set12 j408 Water W Jutsu U Requirements: 'Jonin' or higher Rank Effect: Move any number of cards with a 'Water' Symbol from your Discard Pile to your Chakra area. At the end of this turn, discard all the cards in your Chakra area. Water Prison Jutsu J409 set12 j409 Water W W Jutsu R Requirements: 'Jonin' or higher Rank Target: Every Ninja Battling the user with an Entrance cost of 4 or less Effect: The Power of the target becomes 0/0. Shark Skin J410 set12 j410 Water W 1 Jutsu R Requirements: 'Kisame Hoshigaki' Target: (1) 1 Jutsu card being used (2) The user of target (1) Effect: Negate target (1) and discard it. Additionally, give 1 Damage to target (2). Impersonation Jutsu J411 set12 j411 Water 2 Jutsu U Requirements: 'Akatsuki' Effect: Place this card in any of your Battling Teams in any position. This card becomes a copy of the user but has no effect texts. It cannot receive any Damage and if it still remains in play at the end of this turn, it is moved Explosive Blade J412 set12 j412 Earth E E Jutsu C Requirements: 'Chunin' or higher Rank Target: 1 Ninja Battling against the user Effect: Change the target to injured status. Puppet Master Jutsu J413 set12 j413 Wind N N Jutsu U Requirements: 'Manipulation' Combat Attribute + 'An Entrance cost of 3 or more' Effect: Reveal the top 7 cards of your Deck and place any number of 'Puppet' Ninja cards among them in the user's Team in any position. Then, shuffle your Deck. Absolute Defense J414 set12 j414 Wind N 1 Jutsu U Requirements: 'Sand' Combat Attribute + 'An Entrance cost of 5 or more' Target: Each of your Ninjas Effect: The target cannot be affected by your opponent's Jutsu cards during this turn. Sand Prison J415 set12 j415 Wind N N Jutsu U Requirements: 'Sand' Combat Attribute + 'An Entrance cost of 5 or more' Target: Every Ninja Battling against the user Effect: The target becomes a Stand-By Ninja. Sand Coffin J416 set12 j416 Wind N N 1 Jutsu SR Requirements: 'Sand' Combat Attribute + 'An Entrance cost of 5 or more' Target: 1 Ninja Battling against the user Effect: Move the target to your Battle Reward area face down. Detoxification J417 set12 j417 Wind 2 Jutsu C Target: 1 of your Ninjas Effect: Remove any number of Ninja Blade coins of any kind from the target, if there is any. Additionally, you can heal the target. Deadly Poison J418 set12 j418 Wind N 1 Jutsu R Requirements: 'Puppet Master' Target: 1 Ninja Battling against the user Effect: Place a Ninja Blade coin (symbolizing a 'Poison' coin) on the target. At the end of this turn, give 1 Damage to each Ninja for each 'Poison' coin on it. A Ninja with a Poison Emission of Chakra J419 set12 j419 Earth X Jutsu R Requirements: 'Byakugan' + 'Printed Entrance cost of 3 or more ' Target: 1 Jutsu card being used Effect: Negate the target and discard it. X = the Jutsu cost of the target. You can only discard cards with an 'Earth' Symbol for X. (If the target's Jutsu c Compound Jutsu J420 set12 j420 Wind 1 Jutsu C Requirements: 'Medicine' Combat Attribute Effect: Draw 3 cards. In that case, move 3 cards from your hand to the bottom of your Deck. 8 Trigrams Air Palm J421 set12 j421 Earth E E Jutsu R Requirements: 'Byakugan' + 'Printed Entrance cost of 3 or more' Target: 1 Ninja Battling against the user Effect: Move the target to its owner's hand. Arhat Fist J422 set12 j422 Water W Jutsu R Requirements: 'Jirobo' + 'State 2' Target: 1 Ninja Battling against the user with lower Combat than the user Effect: Move the target to its owner's Chakra area. Spider Bow: Fierce Rip J423 set12 j423 Water W X Jutsu R Requirements: 'Kidomaru' + 'State 2' Target: 1 Ninja Effect: Apply the following effect X times: Flip a Ninja Blade coin twice. If you get a heads at least once, give 1 Damage to the target. Deadly Combination Attack J424 set12 j424 Water W 2 Jutsu R Requirements: 'Sakon' + 'State 2' or 'Ukon' + 'State 2' Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin 3 times; If you get heads at least once, move the target to your Battle Reward area face down. Demon Flute: Chains of Fantasia J425 set12 j425 Water W 1 Jutsu U Requirements: 'Tayuya' + 'State 2' Target: Every Ninja Battling against the user with a non-'Genjutsu' Combat Attribute Effect: The Power of the target becomes 0/0 during this turn. Additionally, its Mental Power becomes 0 during this turn. Threat of the Puppets J426 set12 j426 Wind N Jutsu C Requirements: 'Manipulation' Combat Attribute + 'An Entrance cost of 3 or more' Effect: Place any number of 'Puppet' Ninja cards in the user's Team in any position from your hand, Chakra area and/or your Discard Pile. At the end of this turn, if those 'Pu Substitution by Insects J427 set12 j427 Wind N Jutsu C Requirements: 'Insect' Combat Attribute Target: Every Ninja in the user's Team Effect: Place 1 Ninja Blade coins (symbolizing a Insect Substitution coin) on the target. When the target would receive any Damage during this turn, you can remove 1 Insect Sub Concealed Weapon J428 set12 j428 Wind 3 Jutsu U Requirements: 'Puppet' Target: 1 Ninja Battling against the user Effect: Give 1 Damage to the target. If the target's printed Entrance cost is 4 or less, give 1 additional Damage to the target. Gentle Fist Style: 8 Trigrams 64 Palms J429 set12 j429 Earth E X Jutsu R Requirements: 'Byakugan' + 'Printed Entrance cost of 4 or more ' Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin X times. Give 2 Damage to the target for each heads. Shadow Strangle Jutsu J430 set12 j430 Earth E 1 Jutsu U Requirements: 'Shadow' Combat Attribute + 'Chunin' or higher Rank Target: 1 Ninja Battling against the user Effect: Select one of the following and apply it. 1) The target's Power becomes 0/0 during this turn. 2) The target's Mental Power becomes 0 duri Poison Needles J431 set12 j431 Wind W 1 Jutsu U Requirements: 'Chunin' or higher Rank Target: 1 injured Ninja Effect: Discard the target. Dispatch of Anbu J432 set12 j432 Fire 3 1 Jutsu U Requirements: ”Anbu' Effect: Place any number of 'Anbu' Ninja cards in the user's Team in any position from your Chakra area and/or Discard Pile even if you already have 1 or more Ninjas with the same name in play. Angry Fist J433 set12 j433 Lightning 2 1 Jutsu U Requirements: ”Chunin' or higher Rank + 'Taijutsu' Combat Attribute Effect: If your opponent has 7 or more Battle rewards, discard 2 of them. If your opponent has 6 or less Battle rewards, discard 1 of them. Striking Shadow Snake J434 set12 j434 Water W W 1 Jutsu U Requirements: 'Special Jonin' or higher Rank Target: 1 of your opponent's Stand-By Ninjas Effect: Move the target to the user's Team in any position. At the end of this turn, If the target still remains in play, move it to your opponent's Village. Reaper Death Seal J435 set12 j435 Fire 3 1 Jutsu R Requirements: 'The Third Hokage' or 'The Fourth Hokage' Effect: Look through your opponent's Deck, remove from game any number of cards among them, and your opponent wins up to the same amount of Battle Rewards. Then, your opponent shuffles their Deck. Shadow Clone Jutsu J436 set12 j436 Lightning L X 1 Jutsu R Requirements: 'Naruto Uzumaki' + 'Clone Status' Effect: Multiply the user's printed Power value (both healthy and Injured status) by X during this turn. Summoning Jutsu J437 set12 j437 Lightning L 1 1 Jutsu C Requirements: 'Oil' Combat Attribute Effect: Search for 1 'Ninja Toad' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. If your Turn Marker is equal to or higher than the Entrance cost of that 'Ninja T Playing Possum Jutsu J438 set12 j438 Wind N 1 Jutsu C Requirements: 'Sand' Combat Attribute Effect: Search for 1 'Shukaku' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. If your Turn Marker is equal to or higher than the Entrance cost of that 'Shukaku' Liquid Bullets J439 set12 j439 Lightning L 2 2 Jutsu R Requirements: Gamabunta Target: 1 Ninja Effect: Negate the effect texts of the target during this turn. Additionally, move the target to the bottom of its original owner's Deck. Air Bullets J440 set12 j440 Wind N N 2 1 Jutsu R Requirements: 'Shukaku' Target: 1 Ninja Effect: Negate the effect texts of the target during this turn. Additionally, move the target to the bottom of its original owner's Deck. Sealing Jutsu: Fire Seal J441 set12 j441 Earth E 1 1 Jutsu C Target: Every Ninja with a 'Fire' symbol Battling against the user Effect: The target becomes a Stand-by Ninja. Anbu Mask J442 set12 j442 Fire F F 1 Jutsu U Target: 1 Ninja Battling against the user Effect: The name of the target is changed to 'Anbu' during thisturn. Additionally, all of the target's Characteristics are negated during this turn. Knockout Blow J443 set12 j443 Wind N N 1 Jutsu U Requirements: 'Jonin' or higher Rank Target: 1 Ninja Battling against the user Effect: Change the target to injured status. Additionally, the target becomes a Stand-By Ninja. Opening the Byakugan J444 set12 j444 Earth E 1 Jutsu C Requirements: 'Byakugan' Target: Every Ninja Battling against the user Effect: The effect texts of the target are negated during this turn. Wolf Fang Over Fang J445 set12 j445 Fire F F 1 1 Jutsu C Requirements: 'Double-Headed Wolf' Target: Every Ninja Battling against the user Effect: Give 1 Damage to the target. Larch Dance J446 set12 j446 Water W W 1 Jutsu U Requirements: 'Kimimaro' Effect: Flip a Ninja Blade coin 3 times. Give 1 Damage to 1 of your opponent's Ninjas for each heads. Substitution by Puppet J447 set12 j447 Wind N 1 1 Jutsu R Requirements: 'Manipulation' Combat Attribute Effect: Search for 1 'Puppet' Ninja card in your Deck and discard it. Then, shuffle your Deck. In that case, every Ninja in the user's Team, including the user, cannot be removed from play or receive Damage du Capture J448 set12 j448 Wind N N 1 Jutsu C Requirements: 'Puppet' Target: 1 Ninja with a printed Entrance cost of 4 or less Effect: Move the user and the target to the bottom of their owner's Deck. Fire Style: Fire Ball Jutsu J449 set12 j449 Fire F 1 1 Jutsu C Effect: Discard 1 in-play Mission card or Client. Dangerous Intruder M364 set12 m364 Fire/Water 6 1 1 Mission U Counter Effect: Put in play 1 Ninja card from your Chakra area with 'Ambush'. New leader of the Village M365 set12 m365 Wind 5 1 1 Mission U Permanent (2 Effect: Each of your Ninjas with an Entrance cost of 5 or more cannot be Blocked by your opponent's Ninja(s with an Entrance cost of 1 or less. Round-Table Conference M366 set12 m366 Earth 0 1 1 Mission C Counter Effect: Discard 1 in-play Client card. Sending Off M367 set12 m367 Earth/Wind 3 1 1 Mission C Permanent (3 Effect: During your Mission Phase, you can discard 2 of your Chakras. In that case, you can move 1 of your in-play Ninja cards to its original owner's hand. Growth of the Two M368 set12 m368 Lightning/Wind 2 1 1 Mission R Permanent Effect: Growth coins on your Ninjas are considered to be +2/+2 instead. Existence of Tailed Beast M369 set12 m369 Lightning 2 1 1 Mission U Effect: You can reveal 1 'Nine-Tailed Fox Spirit' Ninja card in your hand. In that case, randomly select and move 1 of your opponent's Battle Rewards to your hand. Powerful Help M370 set12 m370 Lightning 4 1 1 Mission C Permanent (2 Effect: When this Mission card's effect is applied, put in play 1 Ninja card from your Chakra area. That Ninja can only be sent out to Block and is discarded when this Mission card is removed from play. Art is an explosion! M371 set12 m371 Earth 5 2 1 Mission R Target: Each of your opponent's Ninjas with 1 or more 'Bomb' coins Effect: If you have 'Deidara' in play, give 1 Damage to the target. Akatsuki Gathered M372 set12 m372 Earth/Water 5 1 1 Mission C Effect: Search for 1 'Akatsuki' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. The ones who interrupt M373 set12 m373 Fire/Water 3 1 1 Mission C Permanent (4 Effect: At the beginning of the Battle Phase of your opponent's turn, you can organize your Teams. Revenge for My Son M374 set12 m374 Earth 3 1 1 Mission C Permanent (4 Effect: Each time your Team with 3 or more Ninjas is Defeated or Completely Defeated, draw 1 card. Sasori of the Red Sand M375 set12 m375 Wind 2 1 1 Mission R Effect: Search for 1 Ninja card with a 'Manipulation' Combat Attribute in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Playing Dead M376 set12 m376 Earth 3 1 1 Mission U Permanent (3 Target: 1 Ninja Effect: Attach this card to the target. The target cannot be affected by Jutsu cards. If you attach this card to your opponent's Ninja, they control this card. Heroic Whirl Wind M377 set12 m377 Lightning 3 1 1 Mission R Permanent Effect: Each time your 'Leaf' Ninja becomes a user of a Jutsu card, that Ninja gets +2/+2 during that turn. Tyrannical Storm M378 set12 m378 Water 3 1 1 Mission R Permanent Effect: Each time your non-'Leaf' Ninja becomes a user of a Jutsu card, that Ninja gets +2/+2 during that turn. West Gate, North Gate M379 set12 m379 Water 1 1 1 Mission C Permanent Effect: 'Tayuya' and 'Sakon' are considered to be in your Village. However, you still can put in play 'Tayuya' and 'Sakon'. While you have 4 'The Four Sound Ninja' Ninjas in play, each of them gets +1/+1. South Gate, East Gate M380 set12 m380 Water 1 1 1 Mission C Permanent Effect: 'Jirobo' and 'Kidomaru' are considered to be in your Village. However, you still can put in play 'Jirobo' and 'Kidomaru'. While you have 4 'The Four Sound Ninja' Ninjas in play, each of them gets +1/+1. The one who lives within M381 set12 m381 Lightning 2 1 1 Mission SR Permanent Effect: During your Mission Phase, you can discard the top 3 cards of your Deck. In that case, draw 1 card. Raid By Anbu M382 set12 m382 Fire 5 1 1 Mission U Effect: Put in play any number of 'Anbu' Ninja cards from your Chakra area and/or Discard Pile even if you already have 1 or more Ninjas with the same name in play. Teacher and pupils M383 set12 m383 Lightning 4 1 1 Mission C Permanent Effect: Each Time you put in play 'Jiraiya' or 'The 4th Hokage', you can search for the other Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Great Memory M384 set12 m384 Wind 1 1 1 Mission C Permanent Effect: At the beginning of the Battle Phase of your opponent's turn, you can look at the top 2 cards of your Deck and return them in any order you like. A Mark M385 set12 m385 Wind 3 1 1 Mission U Permanent (2 Effect: You can discard 1 Jutsu card with 'Requirements: 'Insect' Combat Attribute' and/or 'Requirements: 'Shino Aburame'' from your hand. In that case, search for 1 card in your Deck, show it to your opponent, and place it in your hand. Then Arbitration M386 set12 m386 Wind 4 1 1 Mission R Counter Target: (1 1 of your opponent's Ninjas (2 1 of your in-play Ninjas with an Entrance cost equal to or higher than target (1's Effect: Move both target (1 and (2 to their owner's Chakra area. Oath of Vengeance M387 set12 m387 Wind 3 1 1 Mission U Effect: Each player counts the number of Ninja cards in their Discard Pile. If the number of Ninja cards in your Discard Pile exceeds your opponent's by 2 or more, move your Turn Marker up by 2. Welling Up Red Chakra M388 set12 m388 Lightning 1 1 1 Mission C Permanent Effect: At the beginning of your Mission Phase, you can move the top card of your Deck to your Chakra area. Secret of Uchiha Clan M389 set12 m389 Fire 0 1 1 Mission U Permanent Effect: Each time a Ninja or Clinet which includes 'Uchiha' in its name is put in play, discard the top 3 cards of your opponent's Deck. On the Stump M390 set12 m390 Wind 4 1 1 Mission C Permanent (2 Effect: Each player selects 1 of their opponent's Ninjas. While this Mission card is in play, the selected Ninjas cannot be sent out to Battle. Debt M391 set12 m391 Earth 2 1 1 Mission R Effect: Draw 3 cards and then discard 2 cards. A Preach M392 set12 m392 Earth 3 1 1 Mission C Permanent Effect: Teams of only 1 'Genin' or lower Rank Ninjas cannot be sent out to Battle by itself. Found You! M393 set12 m393 Water 3 1 1 Mission C Effect: Each player reveals their hand. Then, each player moves 1 Ninja card with the highest Entrance cost among them, if there is any, to their Chakra area. Wonderful Days M394 set12 m394 Fire/Wind 3 1 0 Mission U Permanent Effect: When this Mission card's effect is applied, your opponent can organize their Teams. Only Teams that include both 'Male' and 'Female' can be sent out to Attack. Wager M395 set12 m395 Lightning 2 1 1 Mission C Permanent (2 Effect: Players cannot put in play any Ninjas with an odd nummber Entrance cost. (0 is considered to be an even number. A Gift M396 set12 m396 Wind 3 1 0 Mission U Permanent (4 Effect: Each time 1 of your 'Male' Ninjas is discarded due to the Showdown, you can place 1 Growth coin on 1 of your 'Female' Ninjas at the end of that turn. BBQ M397 set12 m397 Earth 2 1 0 Mission R Permanent (2 Effect: When this Mission card's effect is applied, draw 2 cards. While this card is in play, you cannot draw any cards during your Start Phase. Preparation M398 set12 m398 Fire 3 1 1 Mission C Permanent (2 Effect: At the beginning of your Mission Phase, you can move the top 2 cards of your Deck to your Chakra area. Ino-Shika-Cho Trio M399 set12 m399 Earth 3 1 0 Mission U Permanent (2 Effect: Each Time you put in play either 'Inoichi Yamanaka', 'Shikaku Nara' and/or 'Choza Akimichi', you can search for 1 of those Ninja cards in your Deck, show it to your opponent, place it in your hand. Then, shuffle your Deck. Inuzuka Clan M400 set12 m400 Fire 1 1 0 Mission U Permanent Effect:Your 'Ninja Dog' Ninjas get +1/+1. Ichiraku Noodle Shop M401 set12 m401 Lightning 2 1 0 Mission R Effect: Draw 1 card. Then, heal 1 of your injured Ninjas, if there is any. Chase M402 set12 m402 Earth 2 1 0 Mission U Permanent Effect: When a Ninja becomes a Stand-By Ninja during the Exchange of Jutsu, give 1 Damage to that Ninja. Creeping Up Dark Clouds M403 set12 m403 Fire/Water 4 1 0 Mission U Permanent Effect: When an 'Akatsuki' Ninja is put in play, place 1 Growth coin it. Agony of the Strong M404 set12 m404 Water 4 1 0 Mission C Permanent Effect: Ninjas with 1 or more Hand costs get -2/-2. Numbness M405 set12 m405 Earth 4 1 0 Mission U Permanent (3 Target: 1 Ninja Effect: Attach this card to the target and change it to injured status. While this card is attached, the target cannot be healed or changed to healthy status. (If you attach this card to your opponent's Ninja, they control thi Archrival M406 set12 m406 Lightning 2 1 1 Mission U Counter Target: 1 of your opponent's Ninjas Effect: You can put in play 1 Ninja card from your hand with the same Entrance cost as the target. Ultimate Two-Step Program M407 set12 m407 Lightning 3 1 1 Mission C Effect: At the end of this turn, place 1 Growth coin on every Ninja in a Team that was Defeated or Completely Defeated this turn. Invitation to the Evil M408 set12 m408 Water 4 1 0 Mission U Counter Permanent Effect: While this Mission card is in play, your in-play 'The Four Sound Ninja' Ninjas and 'Kimimaro' get 'Jonin'. Escape M409 set12 m409 Fire 1 1 0 Mission C Target: 1 of your in-play Ninjas Effect: Move the target to your hand. Apology M410 set12 m410 Fire 2 1 0 Mission C Permanent Effect: The Head Ninja of a Team that is Defeated in the Showdown receives 1 additional Damage. Long Awaited Reinforcements M411 set12 m411 Earth/Fire 2 1 1 Mission R Effect: Search for 1 Ninja card in your deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. At the end of the turn, if you didn't put in play a Ninja card with the same name as the Ninja card that you searched for this turn Kankuro N461 set12 n461 Wind 3 0 1 Ninja Sand Male Jonin 3/3 2/2 Manipulation SR <> When this Ninja is deployed, you can search for 1 'Puppet' Ninja card with an Entrance cost of 3 or less in your Deck and place it in your hand. Then, shuffle your Deck. Valid: During the Exchange of Jutsu, you can place 1 'Puppet' Ninja car Temari N462 set12 n462 Wind 3 1 1 Ninja Sand Female Jonin Mental Power: 2 4/3 1/2 Weapon R <> When this Ninja is sent out to Attack, you can discard 1 of your Chakras. In that case, this Ninja gets +1/+0 during the turn. When this Ninja is sent out to Block, you can discard 1 of your Chakras. In that case, this Ninja gets Yura N463 set12 n463 Wind 4 0 1 Ninja Sand Male Jonin 5/2 1/2 Ninjutsu C <> Every 'Sand' Ninja card in your hand gets -1 Hand cost. Baki N464 set12 n464 Wind 4 0 1 Ninja Sand Male Jonin 5/1 3/1 Ninjutsu U <> At the beginning of the Battle Phase of your opponent's turn, you can organize your Teams. The Fifth Kazekage N465 set12 n465 Wind 5 1 1 Ninja Sand Male Satoosa Name: Gaara of the Desert 6/2 4/2 Sand SR <> Valid: During the Exchange of Jutsu, if this Ninja is Battling as a Blocker, you can discard 1 of your Chakras with a 'Wind' Symbol. In that case, every Ninja in this Ninja's Team, including this Ninja, cannot be affected by your o Naruto Uzumaki N466 set12 n466 Lightning 3 0 0 Ninja Leaf Male Genin Clone Status Growth 3/1 6/1 Oil U <> At the end of your turn, if this Ninja is in healthy status, you can change it to injured status. Sakura Haruno N467 set12 n467 Wind 3 0 0 Ninja Leaf Female Chunin Medical Growth Mental Power: 3 4/3 0/2 Medicine R <> Valid: During the Mission Phase, you can discard 1 of your Chakras. In that case, remove 1 Ninja Blade coin of any kind from 1 of your in-play Ninjas. Iruka Umino N468 set12 n468 Lightning 2 0 0 Ninja Leaf Male Chunin Mental Power: 1 3/2 1/1 Weapon U <> When this Ninja is put in play, all of your other in-play 'Leaf' Ninjas get +1/+1 during the turn. Konohamaru N469 set12 n469 Lightning 0 0 0 Ninja Leaf Male Genin Growth 1/1 2/1 Ninjutsu C <> Valid: While you have 'Udon' and/or 'Moegi' in play, this Ninja gets +2/+0. Moegi N470 set12 n470 Wind 0 0 0 Ninja Leaf Female Genin Growth Mental Power: 2 0/2 0/0 Ninjutsu C <> Valid: While you have 'Udon' and/or 'Konohamaru' in play, this Ninja gets +1/+1. Udon N471 set12 n471 Earth 0 0 0 Ninja Leaf Male Genin Growth Mental Power: 2 2/1 0/0 Ninjutsu C <> Valid: While you have 'Konohamaru' and/or 'Moegi' in play, this Ninja gets +0/+2. Ebisu N472 set12 n472 Wind 3 0 0 Ninja Leaf Male Special Jonin Mental Power: 1 4/2 2/2 Ninjutsu C <> Teams that include 'Moegi', 'Udon' and/or 'Konohamaru' get +1 Team Power. Kakashi Hatake N473 set12 n473 Fire 5 1 0 Ninja Leaf Male Jonin Sharingan Eye Mental Power: 3 6/3 3/2 Genjutsu SR <> During the Exchange of Jutsu, when any Ninja in this Ninja's Team, including this Ninja, becomes the target of your opponent's Jutsu card, you can discard 2 of your Chakras with a 'Fire' Symbol. In that case, negate and disca Might Guy N474 set12 n474 Lightning 5 1 1 Ninja Leaf Male Jonin 6/1 6/1 Taijutsu R <> Valid: If this Ninja becomes the user of 1 or more Jutsu cards that include 'Requirements: 'Taijutsu'' and/or 'Requirements: 'Might Guy'' in their 'Requirements' and this Ninja's Team wins a Victory or an Outstanding Victory during t Rock Lee N475 set12 n475 Lightning 2 0 0 Ninja Leaf Male Chunin Growth 4/1 3/1 Taijutsu R <> Valid: Each time this Ninja becomes the user of a Jutsu card with 'Requirements: 'Taijutsu'' and/or 'Requirements: Rock Lee', this Ninja gets +1/+1 during the turn. Neji Hyuga N476 set12 n476 Earth 4 0 1 Ninja Leaf Male Jonin Byakugan Growth 5/1 5/1 Taijutsu U <> Each time this Ninja becomes the user of a Jutsu card that includes ''Byakugan' and/or 'Neji Hyuga' in its 'Requirements', your opponent must select and discard 1 of the cards in their hand. Tenten N477 set12 n477 Earth 2 0 0 Ninja Leaf Female Chunin Growth Mental Power: 2 2/2 2/2 Weapon U <> Other Ninjas with a 'Weapon' Combat Attribute in this Ninja's Team get +1/+1. Itachi Uchiha N478 set12 n478 Fire 6 1 0 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye 6/4 3/3 Genjutsu SR <> Valid: Jutsu cards used by this Ninja cannot be negated by the effects of Jutsu cards used by Ninjas that do not have a 'Genjutsu' Combat Attribute or by the effects of Ninjas that do not have a 'Genjutsu' Combat Attribute. Kisame Hoshigaki N479 set12 n479 Water 5 1 0 Ninja Akatsuki Rogue Ninja Jonin Male 6/2 3/1 Weapon R <> When this Ninja is sent out to Battle and opposed, the Head Ninja Battling against this Ninja's Team gets -X/+0. X = the value of that Ninja's current status Support value. Deidara N480 set12 n480 Earth 5 1 0 Ninja Akatsuki Rogue Ninja Jonin Male 6/2 5/1 Bomb SR <> During your Mission Phase, you can place a Ninja Blade coin ( (symbolizing a Bomb coin on 1 of your opponent's in-play Ninjas. Valid: During the Exchange of Jutsu, you can discard 2 of your Chakras with an 'Earth' Symbol. In that case, g Sasori N481 set12 n481 Wind 5 1 0 Ninja Akatsuki Rogue Ninja Jonin Male Puppet Master Mental Power: 3 5/3 3/3 Manipulation SR <> During your Mission Phase, you can discard 2 of your Chakras with a 'Wind' Symbol. In that case, place a Ninja Blade coin (symbolizing a Puppet coin on 1 of your Ninjas. Valid: At the beginning of your Battle Phase, you can p Zetsu N482 set12 n482 Earth 5 1 1 Ninja Akatsuki Rogue Ninja Jonin Male Ambush 3/3 2/3 ? SR <> During your Mission Phase, you can select 3 Ninja cards from your Discard Pile or your opponent's Discard Pile, and remove them from game. In that case, place a Growth coin on this Ninja. The maximum number of Growth coins due to Gaara of the Desert N483 set12 n483 Wind 5 1 1 Ninja Sand Male Satoosa 6/2 4/2 Sand U <> This Ninja's Team cannot be Blocked by your opponent's Team that includes 1 or more Ninjas with an Entrance cost of 1 or less. Crow N484 set12 n484 Wind 2 0 1 Ninja Puppet 3/3 2/2 Weapon U <> Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a 'Manipulation' Combat Attribute. During the Exchange of Jutsu, you can place this Ninja in 1 of your Teams with 1 or more Ninjas with a 'Manipulation' Black Ant N485 set12 n485 Wind 1 0 0 Ninja Puppet 2/2 2/2 Weapon U <> Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a 'Manipulation' Combat Attribute. During the Exchange of Jutsu, you can place this Ninja in 1 of your Teams with 1 or more Ninjas with a 'Manipulation' Salamander N486 set12 n486 Wind 3 0 0 Ninja Puppet 1/4 1/4 Weapon U <> Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a 'Manipulation' Combat Attribute. During the Exchange of Jutsu, you can place this Ninja in 1 of your Teams with 1 or more Ninjas with a 'Manipulation' Ebizo N487 set12 n487 Wind 3 0 0 Ninja Sand Male Puppet Master Mental Power: 2 3/3 2/2 Manipulation U <> When this Ninja is put in play, you can select 1 of the 'Puppet' Ninja cards from your Chakra area and/or Discard Pile and put it in play. Chiyo N488 set12 n488 Wind 4 0 0 Ninja Sand Female Puppet Master Mental Power: 1 3/3 3/3 Manipulation R <> When this Ninja is put in play, you can search for 1 'Puppet' Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Cipher Corps N489 set12 n489 Earth 0 0 0 Ninja Leaf Female Mental Power: 2 0/1 0/1 Decode U <> During your Mission Phase, reveal the top card of your Deck. If that card has an 'Earth' Symbol, place it in your hand. In that case, discard 1 card from your hand. If not, return it to the top of your Deck. Naruto Uzumaki N490 set12 n490 Lightning 3 0 0 Ninja Leaf Male Genin Clone Status Growth 4/1 7/1 Oil C Sakura Haruno N491 set12 n491 Wind 3 0 0 Ninja Leaf Female Chunin Medical Growth Mental Power: 3 4/3 1/3 Medicine C Rock Lee N492 set12 n492 Lightning 2 1 0 Ninja Leaf Male Chunin Growth 4/1 4/1 Taijutsu U <> Valid: While you have 1 or more Ninjas in injured status in this Ninja's Team except this Ninja, this Ninja gets +1/+1. Hinata Hyuga N493 set12 n493 Earth 3 0 0 Ninja Leaf Chunin Female Main Branch Byakugan Growth Mental Power: 2 3/3 3/2 Taijutsu C Naruto Uzumaki & Gaara of the Desert N494 set12 n494 Lightning/Wind 5 1 0 Ninja Leaf Sand Genin Satoosa Male Clone Status Platoon 6/2 8/2 Oil/Sand SR <> Valid: When this Ninja would be removed from play during the Battle Phase, you can discard 1 of your Chakras with a 'Lightning' Symbol and another one with a 'Wind' Symbol. In that case, move this Ninja to your Villa Temari & Kankuro N495 set12 n495 Earth/Wind 4 0 0 Ninja Sand Jonin Male Female Mental Power: 2 Platoon 5/4 3/3 Manipulation/Weapon SR <> When this Ninja is put in play, you can look at all the cards in your opponent's hand, select 1 card and discard it. However, your opponent can negate this effect by discarding 2 cards from their hand. Sasuke Uchiha N496 set12 n496 Fire 0 0 0 Ninja Leaf Genin Male Sharingan Eye Growth 3/1 0/0 Taijutsu U <> When this Ninja is sent out to Battle and opposed, if the Team Power of this Ninja's Team is equal to or lower than that of your opponent's Team Battling against it, this Ninja gets +1/+0 during the turn. Naruto Uzumaki N497 set12 n497 Lightning 0 0 0 Ninja Leaf Genin Male Growth 1/1 3/1 Oil U <> Valid: When this Ninja is deployed, you can place a Growth coin on 1 of your other Ninjas. Kiba Inuzuka N498 set12 n498 Fire 0 0 0 Ninja Leaf Genin Male Animal Growth 2/1 1/1 Fang C <> Your other in-play 'Animal' Ninjas get +1/+1. Ninja Dog Squad N499 set12 n499 Lightning 1 0 0 Ninja Leaf Animal Ninja Dog Name: Bull Name: Makino Name: Uhei 0/2 0/1 Fang C <> During your Mission Phase, you can move this in-play Ninja to your Chakra area. In that case, put 1 'Ninja Dog Squad (All Gathered' Ninja card in play from your hand. Hinata Hyuga & Hiashi Hyuga N500 set12 n500 Earth/Wind 5 1 1 Ninja Leaf Male Female Genin Byakugan Main Branch Platoon 7/2 6/2 Taijutsu U <> Valid: During your Mission Phase, if you have 1 or more other Ninjas with 'Byakugan' in play, you can move 1 Jutsu card that includes 'Byakugan' and/or 'Hinata Hyuga' in its 'Requirements' in your Chakra area or Discard Pile to Sasori & Kisame Hoshigaki N501 set12 n501 Water/Wind 6 1 0 Ninja Akatsuki Rogue Ninja Jonin Male Puppet Master Platoon 7/3 7/3 Manipulation/Weapon SR <> This Ninja's Team cannot be Blocked by a Team with only 1 Ninja. Valid: At the end of your turn, you can give 1 Damage to 1 of your opponent's Ninjas with the lowest Entrance cost. Itachi Uchiha & Deidara N502 set12 n502 Earth/Fire 6 1 1 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye Platoon 7/4 5/4 Genjutsu/Bomb SR <> This Ninja's Team cannot be Blocked by a Team with only 1 Ninja. At the end of your turn, you can change 1 of your opponent's Ninjas to injured status. Double Headed Wolf N503 set12 n503 Fire 3 0 1 Ninja Leaf Animal Ninja Dog Name: Kiba Inuzuka Name: Akamaru 5/4 4/3 Fang R <> This Ninja can only be put in play by discarding both an in-play 'Kiba Inuzuka' and in-play 'Akamaru' during your Mission Phase. (The Entrance cost needs to be met. Valid: When this Ninja's Team wins a Victory or an Outstanding Vi Kiba Inuzuka & Akamaru N504 set12 n504 Earth/Fire 1 0 0 Ninja Leaf Animal Genin Male Ninja Dog Platoon 4/1 4/1 Fang U <> While this Ninja is in the same Team as 1 or more other 'Animal' Ninjas, this Ninja gets +2/+2. Kotetsu Hagane N505 set12 n505 Lightning 2 0 0 Ninja Leaf Chunin Male Proctor Mental Power: 1 3/2 2/1 Genjutsu C <> Valid: While this Ninja is in the same Team as 1 or more other Ninjas with a 'Genjutsu' Combat Attribute, this Ninja gets +1/+1. Kurenai Yuhi N506 set12 n506 Wind 4 0 Ninja Leaf Jonin Female Mental Power: 1 4/3 2/3 Genjutsu U <> While you only have 'Female' Ninjas in play, your other 'Female' Ninjas get +1/+1. Genma Shiranui N507 set12 n507 Fire 3 0 Ninja Leaf Special Jonin Male Proctor Mental Power: 1 4/2 2/2 Weapon C <> Valid: When this Ninja is discarded due to the Showdown, you can discard 1 in-play Permanent Mission card or Client. Hayate Gekko N508 set12 n508 Fire 3 0 Ninja Leaf Special Jonin Male Proctor Mental Power: 1 4/3 1/2 Weapon U <> Players cannot put Ninjas in play by the effects of 'Ambush'. Hanabi Hyuga N509 set12 n509 Earth 0 0 Ninja Leaf Female Byakugan Growth 2/1 1/1 Taijutsu C <> When this Ninja is deployed, you can search for 1 'Hinata Hyuga' Ninja card in your Deck and place it in your hand. Then, shuffle your Deck. Kankuro N510 set12 n510 Wind 2 0 Ninja Sand Genin Male 2/2 1/1 Manipulation U <> During your Mission Phase, you can search for 1 'Puppet' Ninja card in the top 5 cards of your Deck, show it to your opponent, and place it in your hand. Then, return the rest to the top of your Deck and shuffle it. Shino Aburame N511 set12 n511 Wind 0 0 Ninja Leaf Genin Male Growth Mental Power: 1 2/1 0/0 Insect R <> When this Ninja is put in play, put 1 Ninja Blade coin (symbolizing an Insect coin in play with the following: '[Power: 0/0 (Healthy and Injured status] [Valid: This Ninja cannot be the user of Jutsu cards. This effect cannot be negate Ninja Dog Squad (All Gathered N512 set12 n512 Lightning 3 0 Ninja Leaf Animal Ninja Dog Mental Power: 3 Name: Bull Name: Pakkun Name: Bisuke Name: Makino Name: Uhei Name: Guruko Name: Urushi Name: Shibe 3/3 3/3 Fang C Neji Hyuga N513 set12 n513 Earth 2 0 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu C <> When this Ninja is sent out to Battle and opposed, you can place 1 Ninja Blade coin (symbolizing a Negation coin on 1 Ninja Battling against this Ninja. Valid: Effect texts of Ninjas with 1 or more Negation coins are negated. Inoichi Yamanaka N514 set12 n514 Earth 4 0 Ninja Leaf Jonin Male 4/3 0/3 Mind R <> Valid: During your opponent's Mission Phase, if you have 'Ino Yamanaka' in play, you can discard 2 of your Chakras with an 'Earth' Symbol. In that case, your opponent skips their Organization Phase of that turn. Shikaku Nara N515 set12 n515 Earth 4 0 Ninja Leaf Jonin Male 5/3 0/0 Shadow R <> While you have 'Shikamaru Nara' in play, this Ninja gets 'Mental Power: 4'. While this Ninja is Battling in the same Team as 'Shikamaru Nara', this Ninja's Team and the Team Battling against it perform a Mental Power Battle. Choza Akimichi N516 set12 n516 Earth 4 0 Ninja Leaf Jonin Male 6/1 0/0 Food R <> When this Ninja is sent out to Attack, this Ninja gets +1/+0 during the turn. Valid: When this Ninja is send out to Battle in injured status while you have 'Choji Akimichi' in play, change this Ninja to healthy status. Gen Aburame N517 set12 n517 Wind 4 0 Ninja Leaf Jonin Male Mental Power: 1 5/2 2/2 Insect R <> Valid: While you have 'Shino Aburame' in play, your opponent cannot draw or exchange cards due to their effects. Hiashi Hyuga N518 set12 n518 Earth 5 1 Ninja Leaf Male Byakugan Main Branch 6/1 5/1 Taijutsu R <> Valid: When this Ninja is sent out to Battle while you have another Ninja with 'Byakugan' in play, you can select 1 of the cards in your opponent's hand at random and remove it from game keeping it face down. In that case, return Choji Akimichi N519 set12 n519 Earth 0 0 Ninja Leaf Genin Male Growth 2/1 1/1 Food C <> Valid: When this Ninja is put in play, you can move 1 card in your Discard Pile to your Chakra area. Deidara N520 set12 n520 Earth 5 1 Ninja Akatsuki Rogue Ninja Jonin Male Ambush 6/2 5/2 Bomb U Sasori N521 set12 n521 Wind 5 1 Ninja Akatsuki Rogue Ninja Jonin Male Puppet Master Ambush Mental Power: 3 5/3 4/3 Manipulation U Teuchi C047 set13 c047 Fire/Lightning 1 0 Client Land of Fire Male C During your Mission Phase, you can move this in-play Client card to your Chakra area. In that case, heal 1 of your injured Ninjas. Takamaru C048 set13 c048 Earth/Wind 0 0 Client Land of Wind Animal Falcon C During your Mission Phase, you can move this in-play Client card to your Chakra area. In that case, you can exchange all the cards in your hand with the same number of cards from the top of your Deck. Radio J450 set13 j450 Wind 2 Jutsu C Target: 1 of your Stand-By Ninjas Effect: Place the target in the user's Team in any position. A Thousand Years of Death J451 set13 j451 Lightning L1 Jutsu R Requirements: 'A printed Entrance cost of 3 or more' Target: 1 Ninja Battling against the user Effect: Select 1 of the following and applies it: 1) Change the target to injured status. 2) Negate the target's effect texts during this turn. Snatching the Weapon J452 set13 j452 Lightning 2 Jutsu C Requirements: 'Chunin' or higher Rank Effect: Move 1 of your opponent's in-play Mission or Client cards to your Village. After it is moved to your Village, you control that card. Giant Shuriken J453 set13 j453 Lightning LL Jutsu U Requirements: 'A printed Entrance cost of 3 or more' Target: 1 Ninja Effect: Give 1 Damage to the target. Multi Shadow Clone Taijutsu J454 set13 j454 Lightning L2 Jutsu U Requirements: 'Clone Status' Target: 1 Ninja Battling against the user Effect: When this Ninja's Team wins a Victory, an Outstanding Victory or Draws, give 2 Damage to the target. Copy Ninjutsu J455 set13 j455 Fire F Jutsu C Requirements: 'Sharingan Eye' Effect: Select 1 Jutsu card in your Chakra area or Discard Pile and move it to your hand. Mirror Reflection Jutsu J456 set13 j456 Water W Jutsu R Requirements: 'Jonin' or higher Rank Target: Every Ninja with a printed Entrance cost of 3 or less Effect: The target's printed Power (both healthy and injured status) becomes 0/0 during the turn. Button Hook Entry J457 set13 j457 Wind N1 Jutsu C Requirements: 'Sakura Haruno' + 'Chunin' or higher Rank or 'Tsunade' Target: Every Head Ninja of your opponent's Teams being sent out to Battle Effect: Change the target to injured status. Detonating Clay 'Centipede' J458 set13 j458 Earth E Jutsu C Requirements: 'Deidara' Effect: If your opponent's Turn Maker is 6 or higher, move it down by 3. If it's 5 or less, move it down by 2. Mangekyo Sharingan J459 set13 j459 Fire FF Jutsu SR Requirements: 'Kakashi Hatake' or 'Itachi Uchiha' Target: 1 of your opponent's Ninjas Effect: Negate the effect of the target during this turn. Additionally, remove the target from the game. Then, place a Ninja Blade coin symbolizing -2/-2 on the user at Water Style: Five Hungry Sharks J460 set13 j460 Water WWW Jutsu SR Requirements: 'Jonin' or higher Rank Target: 1 Ninja Battling against the user Effect: Flip a Ninja Blade coin 5 times. Give X Damage to the target and discard up to X number of your opponent's Chakras. X = the number of heads you got during the flips. Five-Seal Barrier J461 set13 j461 Water WW Jutsu U Requirements: 'Jonin' or higher Rank Target: Every Ninja being sent out to Battle with a printed Entrance cost of 3 or less Effect: The target becomes a Stand-By Ninja. Sealing Jutsu: Nine Phantom Dragons J462 set13 j462 Water 3 Jutsu C Requirements: 'Akatsuki' Effect: If you have 2 or more 'Akatsuki' Ninjas in play, discard up to 2 of your opponent's Battle Rewards. Simultaneous Attacks J463 set13 j463 Earth 3 Jutsu U Target: Each of your Head Ninjas being sent out to Battle Effect: The target gets +2/+0 during this turn. Assault Blade J464 set13 j464 Wind NN Jutsu R Requirements: 'A printed Entrance cost of 4 or more' Target: 1 of your opponent's Ninjas Effect: Flip a Ninja Blade coin twice; If you get a heads only once, change the target to injured status. If you get a heads twice, move the target to its owner's Ch Medical Ninjutsu J465 set13 j465 Wind N1 Jutsu U Requirements: 'Medicine' Combat Attribute Target: 1 of your injured Ninjas Effect: Heal the target. Additionally, move up to 3 cards from your Discard Pile to the top of your Deck in any order. Iron Sand: Scattered Showers J466 set13 j466 Wind NN Jutsu C Requirements: 'The 3rd Kazekage' Target: Every Ninja Battling against the user Effect: Place a Ninja Blade coin symbolizing -2/-2 on the target. Iron Sand: Unleash! J467 set13 j467 Wind NN Jutsu C Requirements: 'The 3rd Kazekage' Target: Each of your opponent's Ninjas with 1 or more Ninja Blade coins symbolizing -2/-2 on it Effect: Give 1 Damage to the target. Body Manipulation J468 set13 j468 Wind N Jutsu C Requirements: 'Manipulation' Combat Attribute + 'Printed Entrance cost of 4 or more' Target: 1 of your Ninjas Effect: Place a Ninja Blade coin (symbolizing a Puppet coin) on the target. Concealed Weapon J469 set13 j469 Wind N Jutsu C Requirements: 'Puppet' Target: User Effect: The target gets +X/+X during this turn. X = the number of your in-play 'Puppet' Ninjas and Ninjas with 1 or more 'Puppet' coins on them. Chakra Shield J470 set13 j470 Wind N Jutsu C Requirements: 'Puppet' Effect: Your opponent cannot win any Battle Rewards this turn. Poison Smoke J471 set13 j471 Wind N1 Jutsu U Requirements: 'Puppet' Target: Every Ninja Battling against the user Effect: Place a Ninja Blade coin symbolizing -1/-1 on the target. Power of the Cursed Blood J472 set13 j472 Fire 2 Jutsu C Requirements: 'Sasuke Uchiha' + 'A printed Entrance cost of 4 or more' or 'Itachi Uchiha Effect: Move your opponent's Turn Marker down by 2. 8 Trigrams Palms Rotation J473 set13 j473 Earth E Jutsu C Requirements: 'Byakugan' + 'Printed Entrance cost of 3 or more' Target: Every Ninja Battling against the user Effect: During this turn, each time the target uses a Jutsu card and it's effect is applied, give 1 Damage to the target. Scope J474 set13 j474 Earth E Jutsu C Effect: Reveal the top 5 cards of your opponent's Deck. If there are 3 or more Ninja cards among them, discard those Ninja cards and return the rest if there are any. Then, your opponent shuffles their Deck. Otherwise, return them to their Deck and they s Fire Style: Fire Ball Jutsu J475 set13 j475 Fire F1 Jutsu U Requirements: 'Chunin' or higher Rank Target: 1 of your opponent's injured Ninjas Effect: Discard the target. Illusion by Genjutsu J476 set13 j476 Fire F Jutsu U Requirements: 'Genjutsu' Combat Attribute Target: 1 Ninja Battling against the user with a printed Entrance cost of 3 or less Effect: The target's Power becomes 0/0 during this turn. A Treasure Puppet J477 set13 j477 Wind NN Jutsu U Requirements: 'Sasori' Effect: Search for 1 'The 3rd Kazekage' Ninja card in your Deck and place it in the user's Team in any position. Then, shuffle your Deck. Continuous Firing of Poison Needles J478 set13 j478 Wind NNX 0 Jutsu R Requirements: 'Sasori' Target: Every Ninja Battling against the user Effect: Flip a Ninja Blade coin X times. Give 1 Damage to the target for each heads. Hallucination by Genjutsu J479 set13 j479 Fire FF 0 Jutsu R Requirements: 'Genjutsu' Combat Attribute + 'Jonin' or higher Rank Target: 1 Ninja Battling against the user with an Entrance cost of 4 or less Effect: During the Showdown this turn, in the calculation of the Team Power, the target's Power value is subtra Perfect Defense J480 set13 j480 Wind N1 0 Jutsu R Requirements: 'Salamander' or 'Manipulation' Combat Attribute Effect: If the user is 'Salamander', your Ninjas cannot be affected by your opponent's effects during this turn. Otherwise, search for 1 'Salamander' Ninja card in your Deck and discard it. In Continuous Shuriken Attacks J481 set13 j481 Lightning LL 1 Jutsu C Target: Every Ninja Battling against the user Effect: Change the target to injured status. At the beginning of the Showdown, if the target is in injured status, heal the target. Water Style: Exploding Water Shock Wave J482 set13 j482 Water WW 2 Jutsu R Requirements: 'Jonin' or higher Rank Effect: Every Ninja without a 'Water' Symbol gets -2/-2 during this turn. Clean Hit J483 set13 j483 Wind N1 1 Jutsu R Requirements: 'Sakura Haruno' + 'Chunin' or higher Rank or 'Tsunade' Target: 1 Ninja Battling against the user Effect: If the target's Combat is lower than the user's, discard the target. Otherwise, flip a Ninja Blade coin: If it's heads, discard the tar Clay Clone J484 set13 j484 Earth E 1 Jutsu C Requirements: 'Deidara' Target: User Effect: The target cannot be affected by your opponent's effects during this turn. Shadow Clone Jutsu J485 set13 j485 Lightning LL 1 Jutsu U Requirements: 'Naruto Uzumaki' Effect: This card becomes a copy of the user but has no effect texts. Place this card in any of your Battling Teams in any position in injured status. When it receives any Damage or the user would be removed from play, move Genjutsu: Sylvan Fetters J486 set13 j486 Wind N2 1 Jutsu R Requirements: 'Genjutsu' Combat Attribute + 'Jonin' or higher Rank Effect: During the Showdown of this turn, exchange the Team Power of the user's Team and the Team Battling against it. Crescent Moon Dance J487 set13 j487 Fire FF1 1 Jutsu C Requirements: 'Special Jonin' or higher Rank Target: Every injured Ninja Battling against the user Effect: Give 1 Damage to target. Human Boulder J488 set13 j488 Earth E 1 Jutsu C Requirements: 'Food' Combat Attribute Target: User Effect: The target gets +2/+2 during this turn. Additionally, the target cannot be affected by your opponent's Jutsu cards during this turn. Genjutsu Negation J489 set13 j489 Lightning 1 1 Jutsu U Target: 1 Jutsu card being used by a Ninja with a 'Genjutsu' Combat Attribute Effect: Negate the target and move it to its owner's Chakra area. Ino-Shika-Cho Formation! J490 set13 j490 Earth 2 1 Jutsu R Requirements: 'Shikamaru Nara' or 'Ino Yamanaka' or 'Choji Akimichi' Effect: If you have 'Shikamaru Nara', 'Ino Yamanaka' and 'Choji Akimichi' in the user's Team, regardless of the result of the Showdown, the user's Team wins an Outstanding Victory instea Trap J491 set13 j491 Water W 1 Jutsu C Requirements: 'Chunin' or higher Rank Target: 1 Ninja Battling against the user Effect: During this turn, each time the target uses a Jutsu card and it's effect is applied, give 1 Damage to the target. Spinning Kick J492 set13 j492 Lightning 2 1 Jutsu C Target: User Effect: The target gets 'Taijutsu' Combat Attribute during this turn. Additionally, the target gets +3/+0 during this turn. Demon Illusion: Death Mirage Jutsu J493 set13 j493 Fire FF 1 Jutsu R Requirements: 'Jonin' or higher Rank Target: Every Ninja being sent out to Battle with a printed Entrance cost of 3 or less Effect: The target becomes a Stand-By Ninja. Detonating Clay 'Signature Technique' J494 set13 j494 Earth EEE 0 Jutsu R Requirements: 'Deidara' Target: Each of your opponent's Stand-By Ninjas Effect: Change the target to injured status. Rasengan J495 set13 j495 Lightning LLL 2 Jutsu SR Requirements: 'Naruto Uzumaki' +'Clone Status' or 'Jiraiya' or 'The Fourth Hokage' Target: Every Ninja Battling against the user Effect: Give 1 Damage to the target. If 1 or more of the targets are discarded due to the Damage from this Jutsu card, you win Mission of Capturing the Missing Pet Tora M412 set13 m412 Lightning 2 0 1 Mission R Effect: Look at all the cards in your opponent's Battle Rewards. If there is 1 or more Ninja cards among them, you can select 1 of them and deploy it. Lottery M413 set13 m413 Fire 3 0 1 Mission C Effect: Your opponent shuffles their Deck. Then, guess the number of Ninja cards in the top 5 cards from the top of your opponent's Deck. Then, reveal the top 5 cards of their Deck. If you get it correct, you win 2 Battle Rewards and discard the cards you Fulfilling the Quota M414 set13 m414 Earth 4 0 1 Mission C Effect: Discard your in-play 'Quota' Mission card. Buying Time M415 set13 m415 Water 0 1 1 Mission R Permanent (3) Effect: Each time your opponent would win 1 or more Battle Rewards, reduce that number by 1. Cruel Irony M416 set13 m416 Water 3 2 1 Mission C Target: 1 of your opponent's Ninjas with an Entrance cost of 4 or less in a Team of only 1 Ninja Effect: Move the target to your Village. As long as the target is in your Village, it can neither be included in any other Teams nor be sent out to Attack. Eliminating the Alliance M417 set13 m417 Wind 2 1 1 Mission U Permanent (3) Effect: Each player selects 1 symbol. At the end of each player's turn, the attacker for the turn discards 1 of their in-play Ninjas that does not have the symbol that they selected if they have any. Weak Remembrance M418 set13 m418 Lightning 1 1 1 Mission C Effect: Move the player's Turn Marker with the lower value to the same value as that of the player with the Turn Marker with the higher value. Uncovered Trick M419 set13 m419 Water/Wind 0 1 1 Mission C Permanent Effect: During the Showdown, in the calculation of Team Power or Mental Team Power, use only the printed value of the Ninjas in that Team regardless of any other in-play effects. Control of the Nine-Tailed M420 set13 m420 Earth/Water 1 1 1 Mission C Permanent Effect: Players cannot put in play Ninjas with <> or <> effect. Ubiquitous M421 set13 m421 Earth/Water 4 1 1 Mission U Effect: Put in play an 'Akatsuki' Ninja card from your hand. At the end of this turn, if it still remains in play, move it to your hand. Evil Spirit M422 set13 m422 Lightning 4 1 1 Mission U Permanent (3) Effect: During the Exchange of Jutsu, you can discard 3 of your Chakras with a 'Lightning Symbol'. In that case, you can negate and discard 1 Jutsu card being used. Whim M423 set13 m423 Fire 3 1 1 Mission U Target: 1 of your opponent's in-play Ninjas with an Entrance cost of 3 or less Effect: Flip a Ninja Blade coin; If it's heads, discard the target. Puppet Show M424 set13 m424 Wind 3 1 1 Mission R Effect: If you have 'Crow', 'Black Ant' and 'Salamander' in your Chakra area and none in play, put 1 of each in play. If not, search for up to 1 copy of each in your Deck and move them to your Chakra area. Then, shuffle your Deck. Quota M425 set13 m425 Earth 3 1 1 Mission U Permanent (2) Effect: When this Mission card is removed from play before removing the last Ninja Blade coin from this Mission card, you win 3 Battle Rewards. This Mission card cannot be negated or removed from play by effects except the one of 'Fulfillin The Ones Wriggling in the Dark M426 set13 m426 Earth/Water 3 1 1 Mission C Effect: Deploy 1 Ninja card with 'Ambush' from your Discard Pile. Messenger M427 set13 m427 Wind 2 1 1 Mission C Permanent (2) Effect: Ninja cards in your hand get -1 Entrance cost. Eight Ninja Dogs M428 set13 m428 Fire 2 0 0 Mission R Effect: Look at all the cards in your opponent's Battle Rewards. If there is 1 or more Ninja cards among them, you can select 1 of them and deploy it. Sealing the Tailed Beast M429 set13 m429 Earth 3 2 1 Mission U Permanent (2) Effect: Players cannot put in play any Ninja cards. At the end of your opponent's Mission Phase, they draw 1 card. Threat of the Tailed Beasts M430 set13 m430 Water 3 1 1 Mission C Effect: Discard up to 3 cards from your opponent's Chakra area. In that case, move up to the same amount of cards from your Discard Pile to your Chakra area. Successive Kazekage M431 set13 m431 Wind 4 1 1 Mission U Effect: Apply one of the following effects according to the number of your in-play 'Satoosa' + 'Sand' Ninjas: 1+) Draw 3 cards 3+) You win 3 Battle Rewards. Detecting the Enemy M432 set13 m432 Earth 2 1 3 Mission C Permanent Effect: Players cannot put Ninjas in play by the effects of 'Ambush'. However, during your opponent's Mission Phase, your opponent can discard 2 of the cards in their hand to negate this effect during that turn. Unhealed Wound M433 set13 m433 Earth 3 1 3 Mission R Permanent Effect: At the end of each player's turn, if that player has 1 or more injured Ninjas, they must discard 1 of them. Bad Omen M434 set13 m434 Water 4 1 1 Mission U Effect: Apply the following effect twice. Your opponent shuffles their Deck and reveals the top card of their Deck. If it's a Jutsu, Mission or a Client card, you win a Battle Reward. Then, return the revealed card to the top of their Deck. Kazekage in Custody M435 set13 m435 Water 4 1 0 Mission C Permanent (4) Effect: Satoosa Ninjas cannot be sent out to Battle. Hidden Village of the Wind M436 set13 m436 Wind 1 1 1 Mission R Permanent Effect: During your Mission Phase, you can apply one of the following effects according to the number of your in-play 'Sand' Ninjas: 3) Your 'Sand' Ninjas get +1/+1 during this turn and the next turn. 4) Draw 1 card. 5+) Your opponent must Long Awaited Reunion M437 set13 m437 Fire/Lightning 0 1 1 Mission C Effect: During your Mission Phase, if your opponent has either 'Sasuke Uchiha' or 'Naruto Uzumaki' in play, you can search for the other one in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. If your Turn Marker is Overflowing Fighting Spirits M438 set13 m438 Wind 3 1 0 Mission C Permanent Effect: Your Head Ninjas get +1/+0 during the turn they are sent out to Battle and opposed. New Hokage Rock M439 set13 m439 Fire 4 1 0 Mission C Permanent Effect: Players can send out up to 4 Teams to Battle. Misunderstanding M440 set13 m440 Wind 3 1 1 Mission U Counter Target: 1 of your opponent's in-play Ninjas Effect: Move 1 Ninja card in your hand with an Entrance cost equal to the target's to your Chakra area. In that case, move the target to it's owner's Chakra area. Dark Ritual M441 set13 m441 Water 4 1 1 Mission U Target: 1 Ninja Permanent (2) Effect: when this Mission card is removed from play, move the target to its owner's Chakra area. Reinforcement from Sand M442 set13 m442 Wind 2 1 1 Mission C Effect: If your opponent has 2 or more Battle Rewards than you do when this Mission card's effect is applied, you can put in play 1 Ninja from your hand. The Entrance cost of that Ninja has to be equal to or less than the number of your opponent's in-play Substitute M443 set13 m443 Wind 1 1 0 Mission R Target: 1 of your Ninjas Effect: You can search for 1 Ninja card in your Deck with an Entrance cost equal to or lower than the target's and put it in play. Then, discard the target. Tactic against Genjutsu M444 set13 m444 Earth 1 1 0 Mission C Permanent (4) Effect: Jutsu cards used by Ninjas with a 'Genjutsu' Combat Attribute are negated. Unstable Ground M445 set13 m445 Water 4 1 0 Mission R Permanent (3) Effect: Every Ninja which does not have a 'Water' Symbol gets -2/-2. Report M446 set13 m446 Wind 2 0 0 Mission C Effect: Search for 1 card in your Deck and move it to your Discard Pile. 4 Times Faster M447 set13 m447 Lightning 1 1 0 Mission U Effect: Look at all the cards in your opponent's hand. Then, you can move both player's Turn Marker up by 4. In that case, at the end of your opponent's next turn, move both player's Turn Marker down by 4. Fellow and Loneliness M448 set13 m448 Lightning/Wind 4 1 0 Mission SR Permanent (3) Effect: At the end of each turn, give 1 Damage to every Ninja in a Team of 2 or less Ninjas. Losing Control of Chakra M449 set13 m449 Lightning 4 1 0 Mission C Effect: Both players move the top 4 cards from their Deck to their Chakra area. At the end of this turn, discard all Chakras. Eternal Rivalry M450 set13 m450 Lightning 8 3 0 Mission R Effect: Put in play a 'Squad' Ninja card from your Squad Deck only if you don't have any of the Ninjas listed on that 'Squad' Ninja card in play. Beginning of the New Chronicle M451 set13 m451 Earth/Wind 8 3 0 Mission R Effect: Put in play a 'Squad' Ninja card from your Squad Deck only if you don't have any of the Ninjas listed on that 'Squad' Ninja card in play. Corps in Black M452 set13 m452 Earth/Water 4 1 0 Mission U Permanent Effect: Each time you put in play an 'Akatsuki' Ninja, your opponent must select 1 of their in-play Ninjas and discard it. Successive Hokage M453 set13 m453 Fire/Lightning 4 0 0 Mission U Effect: Apply one of the following effects according to the number of your in-play 'Satoosa' + 'Leaf' Ninjas: 1) Draw 2 cards. 2) Place a Growth coin on each of your Ninjas. 3+) You win 3 Battle Rewards. 5) You win the game Sleeping in the Open M454 set13 m454 Earth 3 1 0 Mission U Permanent (2) Effect: Each time any of your injured Ninja are sent out to Battle, change those Ninjas to Healthy status. Naruto Uzumaki (Tailed Beast Mode) N522 set13 n522 Lightning 4 1 0 Ninja Leaf Genin Male Clone Status Tailed Beast Form Name: Naruto Uzumaki 6/1 8/2 Fang SR <> Valid: At the end of your turn, discard all in-play Ninjas with an Entrance cost of 1 or less. Valid: This Ninja cannot be affected by your opponent's effects. Valid: This Ninja must be sent out to Battle, if possible. Sakura Haruno N523 set13 n523 Wind 3 0 1 Ninja Leaf Female Chunin Medical Growth Mental Power: 3 4/3 0/2 Medicine R <> Valid: This Ninja cannot receive any Damage or be changed to injured status by the effects of your opponent's. Naruto Uzumaki N524 set13 n524 Lightning 3 0 1 Ninja Leaf Male Genin Clone Status Growth 3/1 6/1 Oil PR <> During your Mission Phase, you can change this Ninja to injured status. In that case, change 1 of your opponent's Ninjas to injured status. Then, place a Ninja Blade coin symbolizing an Exhaust coin on this Ninja. Valid: While this Nin Kiba Inuzuka N528 set13 n528 Fire 2 0 0 Ninja Leaf Chunin Male Animal Growth 3/2 2/1 Fang R <> When this Ninja is deployed, you can put in play 1 'Ninja Dog' Ninja card from your Chakra area. Shino Aburame N529 set13 n529 Wind 2 0 0 Ninja Leaf Chunin Male Growth Mental Power: 2 3/2 0/2 Insect R <> When this Ninja is deployed, you can shuffle all the cards in your opponent's Chakra area into their Deck. In that case, move the same amount of cards from the top of your opponent's Deck to their Chakra area. Hinata Hyuga N530 set13 n530 Earth 3 0 0 Ninja Leaf Chunin Female Main Branch Byakugan Growth Mental Power: 1 3/3 3/2 Taijutsu U <> When this Ninja is put in play, if you have 'Naruto Uzumaki' in play, draw 1 card. Ino Yamanaka N531 set13 n531 Earth 2 0 0 Ninja Leaf Female Chunin Medical Growth Mental Power: 1 1/3 1/1 Mind/Medicine U <> Your opponent's Ninjas get -1/-1 during the turn they are put in play. Choji Akimichi N532 set13 n532 Earth 3 0 0 Ninja Leaf Chunin Male Secret Pills Growth 5/1 0/0 Food U <> When this Ninja is sent out to Attack, you can discard 1 of your Chakras with an 'Earth' Symbol. In that case, this Ninja gets +2/+2 during the turn. Kotetsu Hagane N533 set13 n533 Fire 2 0 0 Ninja Leaf Chunin Male Proctor Mental Power: 1 3/2 0/2 Genjutsu U <> While this Ninja is Battling as a Back Ninja and is in the same Team as 'Izumo Kamizuki', the Head Ninja of this Ninja's Team cannot be affected by the effects of your opponent's Jutsu cards. Izumo Kamizuki N534 set13 n534 Lightning 2 0 0 Ninja Leaf Chunin Male Proctor Mental Power: 1 3/2 0/2 Genjutsu U <> While this Ninja is Battling as a Back Ninja and is in the same Team as 'Kotestu Hagane', the Head Ninja of this Ninja's Team cannot receive any Damage due to Showdown. Kidomaru N535 set13 n535 Water 3 0 0 Ninja Sound Male The Four Sound Ninja Ambush 4/2 2/2 Sound C <> During your Mission Phase, if you have 'Kidomaru,' 'Jirobo,' 'Sakon,' and 'Tayuya' in play, you can flip a Ninja Blade coin twice; if you get heads both times, you win 1 Battle Reward. Jirobo N536 set13 n536 Water 3 0 0 Ninja Sound Male The Four Sound Ninja Ambush 5/1 0/0 Sound C <> During your Mission Phase, if you have 'Kidomaru,' 'Jirobo,' 'Sakon,' and 'Tayuya' in play, you can discard 1 of your opponent's Chakras and draw 1 card. Sakon N537 set13 n537 Water 3 0 1 Ninja Sound Male The Four Sound Ninja Ambush 4/3 0/1 Sound C <> During your Mission Phase, if you have 'Kidomaru,' 'Jirobo,' 'Sakon,' and 'Tayuya' in play and don't have 'Ukon' in play, you can search for 1 'Ukon' Ninja card in your Deck, and put it in play. Then, shuffle your Deck. Tayuya N538 set13 n538 Water 3 0 0 Ninja Sound Female The Four Sound Ninja Ambush 3/3 1/3 Sound C <> While you have 'Kidomaru,' 'Jirobo,' 'Sakon,' and 'Tayuya' in play, each of your opponent's Ninjas gets -1/-1. Chiyo N539 set13 n539 Wind 4 0 0 Ninja Sand Female Puppet Master Medical Mental Power: 1 3/3 3/3 Manipulation/Medicine SR <> During your Mission Phase, you can discard 1 of your Chakras with a 'Wind' Symbol. In that case, place a Ninja Blade coin (symbolizing a Puppet coin) on 1 of your Ninjas with an Entrance cost of 3 or less. Valid: During the Exchange o Father and Mother N540 set13 n540 Wind 4 0 1 Ninja Puppet 5/3 3/3 Weapon U ################################ Deidara N541 set13 n541 Earth 5 1 0 Ninja Akatsuki Rogue Ninja Jonin Male Ambush 6/2 5/1 Bomb U <> Valid: When this Ninja is discarded due to the Showdown, you can place 1 Bomb coin on each of your opponent's Ninjas and search for 1 'Deidara' Ninja card with <> effect, show it to your opponent and place it in your Sasori N542 set13 n542 Wind 5 1 0 Ninja Akatsuki Rogue Ninja Jonin Male Puppet Master Ambush Mental Power: 3 5/3 3/3 Manipulation SR <> During your Mission Phase, you can discard 2 of your Chakras with a 'Wind' Symbol. In that case, select 1 Ninja card in your Discard Pile and deploy it. At the end of that turn, if that Ninja card still remains in play, remove it from gam The 3rd Kazekage N543 set13 n543 Wind 6 1 0 Ninja Sand Puppet Satoosa 6/4 4/4 Sand Iron SR <> At the end of the turn this Ninja is sent out to Battle, place a Ninja Blade coin symbolizing -2/-2 on every Ninja that Battled against this Ninja. This Ninja card can only be put in play while you have 'Sasori' in play. Sasori (Puppet Mode) N544 set13 n544 Wind 6 1 0 Ninja Akatsuki Rogue Ninja Jonin Puppet Male Puppet Master Mental Power: 3 Name: Sasori 6/4 6/4 Manipulation SR <> When 1 or more of your opponent's Ninjas are injured due to Damage from this Ninja's Team, place a Poison coin on those Ninjas. Valid: This Ninja can only be put in play by removing from game 1 'Sasori' Ninja card with an Entrance Hanabi Hyuga N545 set13 n545 Earth 0 0 0 Ninja Leaf Female Byakugan Growth 2/1 1/1 Taijutsu C <> Valid: While this Ninja is Battling against 1 or more Ninjas with 1 or less Entrance cost, this Ninja gets +1/+1. Neji Hyuga N546 set13 n546 Earth 4 0 0 Ninja Leaf Male Jonin Byakugan Growth 5/1 5/1 Taijutsu U <> During your Mission Phase, you can select 1 of your opponent's Ninjas. In that case, the selected Ninja cannot be the user of any Jutsu cards during that turn. Sasuke Uchiha N547 set13 n547 Fire 0 0 1 Ninja Leaf Genin Male Sharingan Eye Growth 4/1 2/1 Taijutsu C Sasuke Uchiha N548 set13 n548 Water 4 0 0 Ninja Sound Rogue Ninja Male Sharingan Eye Growth 6/2 2/1 Weapon/Genjutsu SR <> When this Ninja is sent out to Battle, you can give 1 Damage to 1 of your other Ninjas. In that case, select and give 1 Damage to 1 of your opponent's Ninjas with equal to or lower printed Entrance cost than that Ninja's. Neji Hyuga & Hinata Hyuga N549 set13 n549 Earth/Wind 4 0 0 Ninja Leaf Chunin Jonin Male Female Main Branch Mental Power: 2 Byakugan Squad 6/3 6/3 Taijutsu R <> Valid: At the end of your opponent's turn, if they have 4 or more cards in their hand, they must discard until they have 3 or less cards in their hand. Sasuke Uchiha & Orochimaru N550 set13 n550 Fire/Water 7 0 0 Ninja Sound Sannin Rogue Ninja Male Sharingan Eye Mental Power: 3 Squad 8/5 7/4 Genjutsu/Snake SR <> When this Ninja is put in play, move your opponent's Turn Marker to 0. Shino Aburame & Kiba Inuzuka N551 set13 n551 Fire/Wind 3 0 0 Ninja Leaf Chunin Male Animal Mental Power: 2 Squad 5/3 4/2 Insect/Fang R <> During your Mission Phase, you can discard a Ninja card from your hand. In that case, draw 2 cards and move 1 card from your hand to the bottom of your Deck. Sasori & Deidara N552 set13 n552 Earth/Wind 7 0 1 Ninja Akatsuki Rogue Ninja Jonin Male Puppet Master Mental Power: 3 Squad 7/4 7/4 Manipulation/Bomb R <> At the end of your Organization Phase, you can discard 3 of your Chakras. In that case, discard each Ninja in a Team of only 1 Ninja. Ino Yamanaka N553 set13 n553 Earth 0 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 1/1 0/1 Mind U <> When this Ninja is sent out to Attack in the same Team with 1 or more injured Ninjas, you can heal 1 of them. Anko Mitarashi N554 set13 n554 Lightning 3 0 0 Ninja Leaf Special Jonin Female Proctor Mental Power: 1 4/1 4/1 Weapon R <> If this Ninja is sent out to Attack, this Ninja's Team can only be Blocked by a Team of 2 or less Ninjas during the turn. Jiraiya N555 set13 n555 Lightning 5 1 0 Ninja Leaf Sannin Male 7/3 7/3 Oil C <> Valid: This Ninja cannot be included in a Team with a Ninja with 2 or less Entrance cost. Shizune N556 set13 n556 Wind 4 0 0 Ninja Leaf Jonin Female Medical Mental Power: 1 4/3 1/3 Medicine/Weapon R <> When this Ninja is sent out to Block, you can move 1 of the cards in your Chakra area to the top of your Deck. Rock Lee N557 set13 n557 Lightning 2 0 0 Ninja Leaf Male Chunin Growth 4/2 4/1 Taijutsu U Orochimaru N558 set13 n558 Water 6 1 0 Ninja Sound Sannin Male Ambush Mental Power: 3 6/4 5/3 Snake U <> When this Ninja's Team wins an Outstanding Victory, move your opponent's Turn Marker down by 1. Naruto Uzumaki N559 set13 n559 Lightning 3 0 0 Ninja Leaf Male Genin Clone Status Growth 3/1 6/1 Oil U <> Valid: When this Ninja's Team wins an Outstanding Victory, move your Turn Marker up by 1. Neji Hyuga N560 set13 n560 Earth 4 0 0 Ninja Leaf Male Jonin Byakugan Growth 5/1 5/1 Taijutsu SR <> During your Mission Phase, you can discard 1 of your Chakras. In that case, look at the top 3 cards of your opponent's Deck, discard 1 of them and return the rest in any order. Hinata Hyuga N561 set13 n561 Earth 0 0 0 Ninja Leaf Genin Female Byakugan Growth 1/1 1/1 Taijutsu U <> When this Ninja is deployed, you can search for 1 'Hinata Hyuga' Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Tenten N562 set13 n562 Earth 0 0 1 Ninja Leaf Genin Female Growth Mental Power: 1 2/1 0/1 Weapon R <> When this Ninja is sent out to Attack, you can discard 1 card from your hand. In that case, this Ninja gets +2/+2 during the turn. Naruto Uzumaki N563 set13 n563 Lightning 0 0 1 Ninja Leaf Genin Male Clone Status Growth 1/1 3/1 Oil U <> Valid: When this Ninja is put in play, you can discard 2 of your Chakras with a Lightning Symbol. In that case, search for 1 'Rasengan' Jutsu card in your Deck, show it to your opponent, and place it in your hand. Then, shuffl Sasuke Uchiha N564 set13 n564 Fire 0 0 1 Ninja Leaf Genin Male Sharingan Eye Growth 3/1 1/1 Taijutsu U <> Valid: When this Ninja is put in play, you can discard 2 of your Chakras with a Fire Symbol. In that case, search for 1 'Chidori' Jutsu card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Rock Lee N565 set13 n565 Lightning 1 1 0 Ninja Leaf Genin Male Growth 3/1 2/1 Taijutsu R <> During your Mission Phase, you can select 1 of your opponent's in-play Ninjas with 1 or less Entrance cost. In that case, discard that Ninja and this Ninja. Naruto Uzumaki N566 set13 n566 Lightning 0 0 1 Ninja Leaf Genin Male Growth 1/1 3/1 Taijutsu U <> Valid: While this Ninja is Battling as a Back Ninja, if the Head Ninja of this Ninja's Team has a 'Taijutsu' Combat Attribute, this Ninja gets +0/+X. X = the value of this Ninja's Combat. Kakashi Hatake (Anbu Days) N567 set13 n567 Fire 4 0 1 Ninja Leaf Male Jonin Sharingan Eye Mental Power: 3 Ambush Name: Kakashi Hatake 5/2 3/2 Genjutsu U <> When this Ninja is put in play, put in play an 'Anbu' Ninja card from your Chakra area or Discard Pile. Neji Hyuga N568 set13 n568 Earth 2 0 1 Ninja Leaf Genin Male Byakugan Growth 3/1 3/1 Taijutsu U <> While this Ninja card is in your hand, if you have no Ninja cards in play, or only have injured status Ninja(s) in play, this Ninja card gets -1 Entrance cost. Valid: When this Ninja is sent out to Block, this Ninja gets +2/+0 dur Temari N569 set13 n569 Wind 3 0 1 Ninja Sand Genin Female Mental Power: 1 4/3 0/1 Weapon R <> When this Ninja is put in play, you can move 1 of your opponent's Battle Rewards to your Chakra area. Tsunade N570 set13 n570 Wind 6 1 0 Ninja Leaf Satoosa Sannin Female Medical Mental Power: 3 8/1 4/1 Medicine U <> When this Ninja is sent out to Attack, you can give -2 Team Power and -2 Team Mental Power to this Ninja's Team. In that case, this Ninja gets the following effect during the turn: 'Valid: When this Ninja's Team wins a Victory or an Outstandi Rock Lee N571 set13 n571 Lightning 0 0 0 Ninja Leaf Genin Male Growth 3/1 1/1 Taijutsu U <> Valid: During the Mission Phase, you can flip a Ninja Blade coin; If it's heads, double the original Combat value (both healthy and injured status) of this Ninja during the turn. If it's tails, the original Combat value (both healthy and i Kakashi Hatake & Might Guy N572 set13 n572 Fire/Lightning 7 0 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 3 Squad 8/3 8/3 Genjutsu/Taijutsu R <> During your Mission Phase, you can discard X number of your Chakras. In that case, you can discard X number of your opponent's in-play Ninjas with an Entrance cost of 1 or less. Kakashi Hatake & Pakkun N573 set13 n573 Fire/Lightning 5 0 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 4 Animal Ninja Dog Squad 7/4 4/3 Genjutsu/Fang R <> When this Ninja is put in play, discard the top 6 cards of your opponent's Deck. Kiba Inuzuka & Akamaru N574 set13 n574 Earth/Fire 3 0 Ninja Leaf Animal Chunin Male Ninja Dog Squad 5/3 4/2 Fang R <> While this Ninja is Battling as a Back Ninja, the Head Ninja of this Ninja's Team cannot be affected by your opponent's effects. Naruto Uzumaki N575 set13 n575 Lightning 3 0 Ninja Leaf Male Genin Clone Status Growth 3/1 6/1 Oil C <> Valid: During the turn 1 or more other Ninjas are put in play, this Ninja gets +1/+0. Neji Hyuga N576 set13 n576 Earth 4 0 Ninja Leaf Jonin Male Byakugan Growth 5/1 5/1 Taijutsu R <> If this Ninja is sent out to Battle, during the Exchange of Jutsu of that turn, you can move other Ninjas in this Ninjas Team to your other Battling Teams in any position. Tenten N577 set13 n577 Earth 2 0 Ninja Leaf Female Chunin Growth Mental Power: 2 2/2 2/2 Weapon U <> During the Exchange of Jutsu, you can move 1 Jutsu card which includes 'Weapon Combat Attribute' in their 'Requirements' from your hand to your Chakra area. In that case, you can give 1 Damage to 1 Ninja Battling against this Ninja wit Shikamaru Nara N578 set13 n578 Earth 3 0 Ninja Leaf Chunin Proctor Male Mental Power: 4 Growth 2/3 1/3 Shadow SR <> While this Ninja is in the same Team with 1 or more other 'Proctor' Ninjas, this Ninja's Team and the Team Battling against it perform a Mental Power Battle. Valid: Your other in-play 'Proctor' Ninjas get +2 Mental Power. Sakura Haruno N579 set13 n579 Wind 3 0 Ninja Leaf Female Chunin Medical Growth Mental Power: 3 4/3 0/2 Medicine ST <> When any Ninja in this Ninja's Team, including this Ninja would receive X Damage, you can discard X number of your Chakra times 2. In that case, negate that Damage. Kakashi Hatake N580 set13 n580 Fire 5 1 Ninja Leaf Male Jonin Sharingan Eye Mental Power: 3 6/3 3/2 Genjutsu ST <> During your opponent's Mission Phase, you can discard 1 of your Chakras with a 'Fire' Symbol. In that case, the maximum number of Jutsu cards your opponent's Ninjas can use that turn is 1. Itachi Uchiha N581 set13 n581 Fire 5 1 Ninja Leaf Jonin Male Sharingan Eye Ambush 6/3 1/3 Genjutsu ST <> Your 'Anbu' Ninjas get +1/+1. Rock Lee N582 set13 n582 Lightning 2 1 Ninja Leaf Male Chunin Growth 4/1 4/1 Taijutsu ST <> When this Ninja is put in play, move your Turn Marker up by 1. At the end of that turn, flip a Ninja Blade coin; if it's tails, move your Turn Marker down by 1. Ninja Dog Squad (All Gathered) N583 set13 n583 Fire 3 0 Ninja Leaf Animal Ninja Dog Mental Power: 3 Name: Bull Name: Pakkun Name: Bisuke Name: Makino Name: Uhei Name: Guruko Name: Urushi Name: Shibe 2/3 2/3 Fang ST <> When this Ninja is sent out to Attack, you can search for 1 'Ninja Dog' Ninja card in the top 5 cards of your Deck, show it to your opponent, and place it in your hand. Then, return the rest to the top of your Deck and shuffle it. The 5th Kazekage N584 set13 n584 Wind 5 1 Ninja Sand Male Satoosa Name: Gaara of the Desert 6/2 4/2 Sand ST <> This Ninja card can be deployed from your Discard Pile by discarding your in-play 'Chiyo'. Valid: While this Ninja is Battling in the same Team with 2 or more 'Leaf' Ninjas, this Ninja gets +0/+2. Jiraiya N585 set13 n585 Lightning 6 1 Ninja Leaf Sannin Male 7/2 6/2 Oil ST <> At the end of the Battle Phase that your opponent won 2 or more Battle Rewards, if you have 'Naruto Uzumaki' in play, you can draw 2 cards. The 5th Hokage N586 set13 n586 Wind 6 1 Ninja Leaf Satoosa Sannin Female Medical Mental Power: 3 Name: Tsunade 8/1 4/1 Medicine ST <> At the end of the Battle Phase that your opponent won 2 or more Battle Rewards, if you have 'Sakura Haruno' in play, you can draw 2 cards. Orochimaru N587 set13 n587 Water 6 1 Ninja Sound Sannin Male Ambush Mental Power: 3 6/4 5/3 Snake ST <> At the end of the Battle Phase that your opponent won 2 or more Battle Rewards, if you have 'Sasuke Uchiha' in play, draw 2 cards. Naruto Uzumaki N588 set13 n588 Lightning 3 0 Ninja Leaf Male Genin Clone Status Growth 3/1 6/1 Oil STSR <> Valid: When this Ninja is sent out to Attack and opposed, this Ninja gets +X/+0 during the turn. X = the number of Ninjas in the Team that opposed this Ninja's Team that turn. Valid: This effect cannot be negated. Sasuke Uchiha N589 set13 n589 Water 4 0 Ninja Sound Rogue Ninja Male Sharingan Eye Growth 6/2 2/1 Weapon/Genjutsu STSR <> When this Ninja is sent out to Attack, you can discard 1 of your in-play Ninjas. In that case, this Ninja gets +2/+2 during the turn. Valid: This Ninja is considered to have 'Jonin'. Art of Ink Mist J496 set14 j496 Lightning L Jutsu U Requirements: 'Brush' Combat Attribute Target: 1 Jutsu card being used Effect: Negate the target and move it to the top of its owner's Deck. Ninja Art: Super Beast Scroll J497 set14 j497 Lightning L1 Jutsu R Requirements: 'Brush' Combat Attribute Target: 1 Ninja Effect: Move the target to its owner's hand. Fire Style: Phoenix Flower Jutsu J498 set14 j498 Fire FF1 Jutsu R Requirements: 'Jonin' or higher Rank Target: Every Ninja Battling against the user Effect: Negate the effect texts of target and give 1 Damage to the target. Self-Destruct Doppleganger J499 set14 j499 Earth EEE Jutsu R Requirements: 'Deidara' Target: Every Ninja of your opponent with 4 or less printed Entrance cost Effect: During this turn, if the user is discarded due to the Showdown, discard the target. Water Style: Water Shark Bomb Jutsu J500 set14 j500 Water WW Jutsu SR Requirements: 'Jonin' or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the taregt to the following: Remove from game the user. Detonating Kunai J501 set14 j501 Earth EE Jutsu C Requirements: 'Chunin' or higher Rank or 'Weapon' Combat Attribute Target: 1 Ninja Battling against the user Effect: If the target does not become the user of a Jutsu card during this turn, move the target to the top of its owner's Deck at the end of the Sealing Jutsu: Breaking the Lion's Roar J502 set14 j502 Wind NNN Jutsu SR Requirements: 'Manipulation' Combat Attribute + 'An Entrance cost of 4 or more' Target: 1 Ninja battling against the user Effect: Remove from game the target. Additionally, look through your opponent's Deck, and remove from game all the Ninja cards with t Flamethrower J503 set14 j503 Wind NN Jutsu U Requirements: 'Sasori' Target: Every Ninja of your opponent with 4 or less printed Entrance cost Effect: Give 1 Damage to the target. Secret White Move: Chikamatsu's Ten Puppets J504 set14 j504 Wind NNX Jutsu R Requirements: 'Manipulation' Combat Attribute + 'An Entrance cost of 4 or more' Target: Every Ninja Battling against the user Effect: Reveal X number of cards from the top of your Deck. Give 1 Damage to the target for each Ninja card among them. Then, re Partial Expansion Jutsu J505 set14 j505 Earth E Jutsu U Requirements: 'Chunin' or higher Rank + 'Food' Combat Attribute Target: 1 Ninja Battling against the user Effect: Negate the effect texts of the target and change it to injured status. Ninja Art: Shadow stitching J506 set14 j506 Earth E1 Jutsu SR Requirements: 'Shadow' Combat Attribute + 'Chunin' or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the taregt to the following: Discard the user. Reanimation Jutsu J507 set14 j507 Wind NN Jutsu U Requirements: 'Medicine' Combat Attribute + 'Printed Entrance cost of 4 or more' Effect: Remove from game the user. In that case, put in play 1 Ninja card from your Discard Pile and place it in the same place as the user was. Secret Red Move: Performance of a Hundred Puppets J508 set14 j508 Wind NN1 Jutsu R Requirements: 'Sasori' Target: Every Ninja Battling against the user Effect: Discard X number of Ninja cards from your hand. In that case, give X Damage to the target and draw X number of cards. Critical Wound J509 set14 j509 Wind NN Jutsu C Requirements: 'Chunin' or higher Rank Target: 1 Ninja Battling against the user Effect: If the target still remains in play at the end of this turn, move it to its owner's hand. Getting Ready J510 set14 j510 Fire 0 Jutsu U Requirements: 'Sharingan Eye' Effect: Draw 3 cards. Then, remove from game 3 cards from your hand. Sense of Fear J511 set14 j511 Fire FF Jutsu SR Requirements: 'Sharingan Eye' + 'Jonin' or higher Rank Target: Every Ninja Battling against the user with lower Entrance cost than the user's Effect: Change the target to injured status and it becomes a Stand-By Ninja. The target cannot be sent out to Bat Assimilation J512 set14 j512 Earth 0 Jutsu C Requirements: 'Tree' Combat Attribute Target: User Effect: During this turn and next turn, when the target becomes the user of a Jutsu card, you can pay its cost with Chakras with an 'Earth' Symbol regardless of the original cost of that Jutsu card. Tricky Move J513 set14 j513 Lightning L Jutsu C Target: 1 Ninja Battling against the user Effect: Discard a total of X number of Mission cards from your Village and/or your hand. In that case, give X Damage to the target. Ninja Art: Super Beast Scroll Rat J514 set14 j514 Lightning 2 Jutsu U Requirements: 'Brush' Combat Attribute Effect: Reveal the top 5 cards of your opponent's Deck and remove from game 1 of them. Then, look at all the cards in your opponent's hand. If there are 1 or more cards with the same name, remove from game those card Wood Style Transformation J515 set14 j515 Earth 0 Jutsu C Requirements: 'Tree' Combat Attribute Target: User Effect: During this turn and the next turn, the target can use any Jutsu card regardless of the Jutsu card's Requirements. Striking Multi Shadow Snakes Jutsu J516 set14 j516 Water 2 Jutsu U Requirements: 'Snake' Combat Attribute Target (1) Your opponent's Team Battling against this Ninja's Team Target (2) 1 of your opponent's Team in their Village Effect: Switch positions of target (1) and (2). Formation! J517 set14 j517 Earth 2 Jutsu R Requirements: 'Chunin' or higher Rank Effect: Select one of the following effects and apply it according to the number of your in-play 'Permanent' Mission cards. 1) Give 1 Damage to 1 Ninja Battling against the user. 2+) Negate 1 Jutsu card being used Revealing the True Face J518 set14 j518 Water W Jutsu C Target: 1 Ninja Effect: The target's Power and Mental Power are changed to their original printed value and cannot be changed during this turn. Earth Style: Rending Piercing Fang J519 set14 j519 Earth E1 Jutsu SR Requirements: Printed Entrance cost of 4 or more Target: 1 Ninja Battling against the user Effect: Reveal the top 3 cards of your Deck. If there are 2 or more Ninja cards among them, remove from game those Ninja cards and remove from game the target. Then Ultimate Art J520 set14 j520 Earth E1 Jutsu U Requirements: 'Deidara' Effect: Select 1 of the following and apply it: 1) Search for any number of Jutsu cards with 'Detonating Clay' in their names in the top 7 cards of your Deck, show them to your opponent and place them in your hand. Then, shuffle yo Ten Thousand Snakes Wave J521 set14 j521 Water WW Jutsu U Requirements: 'Snake' Combat Attribute Target: Every Ninja of your opponent with an Entrance cost of 3 or less Effect: Move them to their owner's Chakra area. Wood Style Jutsu: Wooden Lock Wall J522 set14 j522 Earth E1 Jutsu C Requirements: 'Tree' Combat Attribute Target: Each of your Ninjas Effect: The target cannot be affected by the effects of your opponent's Ninja and Jutsu cards during this turn. Wood Clone Jutsu J523 set14 j523 Earth 2 1 Jutsu C Requirements: 'Tree' Combat Attribute Target: User Effect: Double the Power and Mental Power of the user during this turn. Summoning Jutsu: Triple Rashomon J524 set14 j524 Water 3 1 Jutsu R Requirements: 'Satoosa' or 'Sannin' or higher Rank Target: 1Jutsu card being used Effect: Remove from game the target. Additionally, look through your opponent's Deck and hand, and remove from game all the Jutsu cards with the same name as the target's. I Chakra Cannon J525 set14 j525 Lightning L1 1 Jutsu U Requirements: 'Naruto Uzumaki (Tailed Beast Mode)' + 'An Entrance cost of 5 or more' Target: Every Ninja Battling against the user Effect: Give 1 Damage to the target. Ninjas that are discarded by the effect of Jutsu card are removed from game instead. Thunder Funeral: Feast of Lightning J526 set14 j526 Water WW 1 Jutsu U Requirements: 'Thunderbolt' Combat Attribute Target: 1 Ninja Battling against the user Effect: Remove from game the target. Then, discard X number of your opponent's Chakras. X = the target's printed Entrance cost. Unique Skill J527 set14 j527 Water 2 1 Jutsu U Requirements: 'Genjutsu' Combat Attribute Effect: Select 1 of the following and apply it: 1) Negate the effect text of 1 Ninja Battling against the user. 2) Every Ninja in the user's Team cannot be affected by your opponent's effects during this turn. Razor Chain J528 set14 j528 Water W2 1 Jutsu C Requirements: 'Chunin' or higher Rank or 'Weapon' Combat Attribute Target: Every Back Ninja Battling against the user Effect: The target becomes a Stand-By Ninjas. If the user's Team wins a Victory or an Outstanding Victory this turn, give 1 Damage to the Sonic Attack J529 set14 j529 Water W 1 Jutsu C Requirements: 'Sound' Combat Attribute Effect: Your opponent discards 1 card from their hand and cannot draw any cards during their next turn. Super-Sonic Slicing Wave J530 set14 j530 Water W1 1 Jutsu C Requirements: 'Sound' Combat Attribute Target: Every Ninja Battling against the user Effect: In the Showdown of this turn, apply the target's injured status Power regardless its current status. Stealing Chakra J531 set14 j531 Water WW 1 Jutsu R Requirements: 'Sound' Ninja Target: 1 Jutsu card being used Effect: Negate the target and move it to its owner's hand. Then, discard X number of your opponent's Chakras. X = the user's Entrance cost. Twining Limbs J532 set14 j532 Water W1 1 Jutsu C Target (1) The Head Ninja Battling against the user Target (2) 1 of the Back Ninjas Battling against the user Effect: Change positions of target (1) and (2). Bone Transformation J533 set14 j533 Water 0 1 Jutsu C Requirements: 'Kimimaro' Target: 1 Ninja Effect: Discard 1 Mission card from your hand. In that case, give 1 Damage to the user. Bone Guard J534 set14 j534 Water 0 1 Jutsu C Requirements: 'Kimimaro' Target: 1 Jutsu card being used Effect: Discard 1 Jutsu card from your hand. In that case, negate the target and remove it from game. Supplement of Energy J535 set14 j535 Wind NN 1 Jutsu U Target: User Effect: Heal the user. Then place a Growth coin on it. Wood Style Jutsu: Four Pillars Prison Jutsu J536 set14 j536 Earth EE 1 Jutsu U Requirements: 'Tree' Combat Attribute Target: Every Ninja of your opponent being sent out to Battle Effect: The target becomes a Stand-By Ninja. Visual Jutsu J537 set14 j537 Fire F1 1 Jutsu R Requirements: 'Sharingan Eye' + 'Jonin' or higher Rank Target: Every Ninja Battling against the user Effect: The Power of the target becomes 0/0 during this turn and the Mental Power of the target becomes 0 during this turn. Giant Rasengan J538 set14 j538 Lightning LLLX 1 Jutsu R Requirements: 'Naruto Uzumaki' + 'Printed Entrance cost of 3 or more' Target: X number of Ninjas Battling against the user Effect: Remove from game the target. X can only be paid by Chakras with a 'Lightning' Symbol. Crow Clone Jutsu J539 set14 j539 Fire F1 1 Jutsu R Requirements: 'Sharingan Eye' + 'Jonin' or higher Rank Effect: Remove from game 3 cards from the top of your opponent's Deck for each Ninja Battling against the user. Long Sword Shark Skin J540 set14 j540 Water WW 1 Jutsu U Requirements: 'Kisame Hoshigaki' Target: 1 Ninja Battling against the user Effect: Remove from game the target. If you do, discard up to 3 of your opponent's Chakras. Rules for Medical Ninjas M455 set14 m455 Water/Wind 1 1 1 Mission R Permanent Effect: During your Mission Phase, select one of the following effects and apply it according to the number of your in-play 'Medical' Ninjas. 3) Heal 1 of your injured Ninjas and put a Growth coin on it. 4+) Draw 1 card. 5+) Randomly selec Search Party M456 set14 m456 Wind 4 1 1 Mission C Permanent (1) Effect: When this Mission card's effect is applied, search for 1 Ninja card in your Deck and remove it from game keeping it face up. Then, shuffle your Deck. When this Mission card is removed from play, move that removed from card to your ha Piggyback M457 set14 m457 Fire 3 1 1 Mission C Permanent Effect: Injured status Ninjas can only be sent out to Battle with 1 or more healthy status Ninjas. Filling Up the Open Spot M458 set14 m458 Earth/Fire 3 1 1 Mission R Effect: If you paid the Hand cost of this card with an 'Akatsuki' Ninja card, draw 3 cards. 100% Hot-Blooded M459 set14 m459 Lightning 0 1 1 Mission C Permanent Effect: Each time a Ninja with a 'Taijutsu' Combat Attribute is put in play, put a Grow coin on it. Fellowship M460 set14 m460 Wind 4 1 1 Mission C Permanent Target: 1 of your 'Satoosa' Ninjas Effect: Attach this card to the target. During the Exchange of Jutsu, you can reveal X number of Ninja cards from your hand. In that case, the target gets +X/+X during the turn. Tears for a Friend M461 set14 m461 Fire 1 1 1 Mission C Permanent Effect: Each time 1 or more of your Ninjas are discarded due to the Showdown, remove from game 2 cards from the top of your opponent's Deck. Constricting Bind M462 set14 m462 Fire/Water 4 1 1 Mission U Effect: Search for 1 'Orochimaru' or 'Sasuke Uchiha' Ninja card in your Deck, show it your opponent and place it in your hand. Then, shuffle your Deck. Bad Dream M463 set14 m463 Earth/Wind 1 1 1 Mission R Permanent Effect: When this Mission card's effect is applied, if you only have 'Female' Ninjas, draw 2 cards. Your 'Female' Ninjas cannot be affected by the effects of your opponent's 'Male' Ninjas. ? Control by Fear M464 set14 m464 Earth/Wind 2 1 1 Mission C Permanent Effect: Players cannot move any cards from their Discard Pile to their hand or their Deck. Transmitter M465 set14 m465 Earth 2 1 1 Mission U Permanent (2) Effect: When this Mission card's effect is applied, search for 1 card in your Deck and remove it from game keeping it face up. Then, shuffle your Deck. When this Mission card is removed from play, move that removed from card to your hand. Lunchbox M466 set14 m466 Earth 1 1 0 Mission U Permanent (2) Effect: When this Mission card's effect is applied, draw 1 card. Your Ninjas get +1/+1. Shake Hands M467 set14 m467 Fire/Wind 2 1 1 Mission U Effect: Remove from game all the cards in each player's Discard Pile. Then, draw 1 card. Meaning of Comrads M468 set14 m468 Wind 3 1 1 Mission C Permanent Effect: Teams with only 1 Ninja cannot be sent out to Battle. Tenchi Bridge M469 set14 m469 Wind 3 1 0 Mission C Permanent (3) Effect: Teams with 3 or more Ninjas cannot be sent out to Attack. Releasing the Sealed Power M470 set14 m470 Lightning 6 1 1 Mission U Target: 1 Ninja Effect: Remove from game X number of cards from the top of your Deck. In that case, move the target to the bottom of its owner's Deck. X = the target's Entrance cost times 2. Compressed Chakra M471 set14 m471 Lightning 6 1 1 Mission C Effect: If you have 'Naruto Uzumaki (Tailed Beast Mode)' with an Entrance cost of 5 or more, you can discard any number of your Chakras. In that case, give 1 Damage to 1 of your opponent's Ninjas for each 2 Chakras you discarded. A Sign of Revival M472 set14 m472 Water 3 1 1 Mission U Effect: Move up to 2 Ninja cards with 'Ambush' from your Discard Pile to your hand. The best pair M473 set14 m473 Water 3 1 1 Mission C Permanent Effect: Your Teams with only 2 Ninjas get +2 Team Power and Mental Power in the Showdown. Hiding M474 set14 m474 Water 1 1 1 Mission U Effect: Draw 1 card. Additionally, effect texts of Ninjas that do not have a 'Water' Symbol are negated during this turn and the next turn. Check M475 set14 m475 Water/Wind 2 1 1 Mission U Counter Effect: Your opponent draws 1 card. Your opponent cannot move their Turn Marker this turn. Fateful Encounter M476 set14 m476 Water 0 1 1 Mission C Permanent (3) Effect: When this Mission card's effect is applied, draw 1 card. Each time any of your in-play Ninjas receive any Damage by the effect of your opponent's Ninjas, you can put in play 1 Ninja card from your hand. Super Bushy Eyebrows M477 set14 m477 Lightning 4 1 1 Mission C Permanent Effect: During your Mission Phase, if you have both 'Might Guy' and 'Rock Lee' in play, you can remove from game 1 of your opponent's injured status Ninjas. If you do, draw 1 card. Ninja Info Cards M478 set14 m478 Water 0 1 1 Mission R Permanent (2) Effect: During your Mission Phase, reveal the top or bottom card of your Deck. If it's a Ninja card, move it to your hand and shuffle your Deck. If not, return it and shuffle your Deck. Pressure M479 set14 m479 Earth/Wind 1 1 1 Mission R Permanent (2) Effect: Ninjas with 0 or less Mental Power (including Ninjas with no Mental Power) cannot be sent out to Battle. Captivity M480 set14 m480 Water 1 1 1 Mission R Target (1) 1 of your Ninjas Target (2) 1 of your opponent's Ninjas with the same Entrance cost as target (1)'s Effect: Remove from game both target (1) and (2). Precious Student M481 set14 m481 Lightning 1 1 1 Mission C Permanent (4) Effect: When this Mission card's effect is applied, draw 1 card. Each time any of your in-play Ninjas receive any Damage by the effect of your opponent's Ninjas, you can put 1 Ninja card in play. The Ones Who Have the Same Eyes M482 set14 m482 Fire/Water 2 1 1 Mission U Permanent (3) Effect: During your Mission Phase, you can injure 1 of your Healthy status Ninjas. In that case, injure 1 of your opponent's healthy status Ninjas with the same Entrance cost. Meaning of Life M483 set14 m483 Water 2 1 1 Mission C Effect: Your opponent selects 1 symbol. Then, they discard 1 of their in-play Ninjas that do not have the symbol that they selected. Impersonation M484 set14 m484 Fire/Water 4 0 0 Mission U Permanent Target: 1 of your Ninjas Effect: Attach this card to the target and select 1 Ninja card in your opponent's Discard Pile. The target is considered to be the same Ninja as the selected Ninja. At the beginning of your turn, discard 1 of your Chakra Medical Ninja M485 set14 m485 Water/Wind 4 1 0 Mission U Effect: Your Teams with 1 or more 'Medical' Ninjas can only be blocked by Teams with 1 or more 'Medical' Ninjas this turn. Sealing Barrier M486 set14 m486 Wind 2 1 0 Mission R Counter Effect: Designate a card name. Then, look at all the cards in your opponent's hand. If they have 1 or more cards with the designated cards among them, remove from game those cards, look through your opponent's Deck, and remove from game all the ca A New Squad M487 set14 m487 Fire/Wind 4 0 0 Mission R Permanent Effect: Each time you put in play a 'Squad' Ninja card, draw 2 cards. Surprise Training M488 set14 m488 Lightning 3 1 0 Mission C Counter Effect: When your opponent deploys a Ninja this turn, you can deploy 1 Ninja with an Entrance cost equal to or less than the one of Ninja that your opponent deployed this turn. Invitation to the Darkness M489 set14 m489 Water 4 1 0 Mission U Target: 1 of your opponent's ”Genin' Ninjas Effect: Move the target to the bottom of its owner's Deck. Picture Book M490 set14 m490 Earth/Wind 1 1 1 Mission C Counter Target: 1 Permanent Mission card being played Effect: Change the effect text of the target to the following: Discard 1 card from your hand. At end of this turn, discard this Mission card. Discord M491 set14 m491 Earth/Wind 1 1 0 Mission C Permanent Effect: The effect texts of Ninjas in a Team that includes Ninjas with different Symbols are negated. (If a Ninja has 2 or more different Symbols, that player selects 1 of them.) Secret Meeting M492 set14 m492 Water 3 1 0 Mission C Permanent (3) Effect: When this Mission card's effect is applied, select even or odd number. Ninjas with unselected number Entrance cost cannot be sent out to Battle. (0 is considered to be an even number. Ninjas with no Entrance cost cannot be sent out t Commemorative Photo M493 set14 m493 Fire/Wind 0 1 0 Mission U Permanent Effect: When this Mission card's effect is applied, draw 1 card. Players cannot discard any cards from their Deck due to their effects during the Exchange of Jutsu. Pledge under a Starry Sky M494 set14 m494 Earth/Wind 3 1 0 Mission C Effect: If you paid the Hand cost of this card with a 'Respective Dreams' Mission card, you win 1 Battle Reward. Respective Dreams M495 set14 m495 Earth/Wind 3 1 0 Mission C Effect: If you paid the Hand cost of this card with a 'Pledge under a Starlit Sky' Mission card, move 2 cards from your opponent's Battle Reward area to your hand. Underground Organization M496 set14 m496 Fire 2 1 0 Mission U Permanent Effect: Each time you put in play 1 or more 'Anbu' and/or 'Root' Ninjas, remove from game the top 4 cards of your opponent's Deck. Advisors M497 set14 m497 Earth 2 1 1 Mission U Effect: Search for up to 1 copy of each 'Homura Mitomon' and 'Koharu Utatane' Ninja card and, show them(it) to your opponent and place them(it) in your hand. Then, shuffle your Deck. While this Mission card in your Chakra area, your 'Homura Mitomon' and ' Prelude to the End M498 set14 m498 Water 5 1 1 Mission U ########################## Intellectual Strategy M499 set14 m499 Earth/Wind 4 1 1 Mission R Permanent (3) Effect: All Teams perform a Mental Power Battle. Kakashi Hatake & Might Guy N590 set14 n590 Fire/Lightning 6 1 0 Ninja Leaf Jonin Male Sharingan Eye Mental Power: 3 Platoon 7/4 6/3 Genjutsu/Taijutsu U <> Valid: During the Exchange of Jutsu, you can place up to 2 of your Stand-By injured status Ninjas in this Ninjas Team in any position. Naruto Uzumaki (Tailed Beast Mode) N591 set14 n591 Lightning 5 1 0 Ninja Leaf Male Clone Status Tailed Beast Form Name: Naruto Uzumaki Name: The Nine-Tailed Fox Spirit 7/1 9/2 Fang SR ########################## Naruto Uzumaki N592 set14 n592 Lightning 3 0 0 Ninja Leaf Male Genin Clone Status Growth 3/1 6/1 Oil C <> Valid: During your opponent's Mission Phase, you can place 1 of your Ninjas from other Teams in this Ninjas Team in any position. Sakura Haruno N593 set14 n593 Wind 3 0 0 Ninja Leaf Female Chunin Medical Growth Mental Power: 3 4/3 0/2 Medicine C <> Your Ninjas except this Ninja get +1/+1 during the turn they are put in play. Sai N594 set14 n594 Lightning 4 0 1 Ninja Leaf The Foundation Male Anbu Mental Power: 1 4/3 <> When this Ninja is put in play, remove from game all the cards in each player's Discard Pile and each in-play Clients. Valid: Players cannot put in play any Client cards. Brush 2-Mar Ino Yamanaka N595 set14 n595 Earth 2 0 1 Ninja Leaf Female Chunin Medical Growth Mental Power: 1 1/3 1/1 Mind/Medicine C ############################# Shikamaru Nara N596 set14 n596 Earth 3 0 0 Ninja Leaf Chunin Proctor Male Mental Power: 4 Growth 2/3 1/3 Shadow C <> While this Ninja is Battling as an Attacker, the Head Ninja of this Ninja's Team cannot receive any Damage in the Showdown. Choji Akimichi N597 set14 n597 Earth 3 0 0 Ninja Leaf Chunin Male Secret Pills Growth 5/1 0/0 Food C <> During your Mission Phase if your opponent has 5 or more Battle Rewards, you can put in play this Ninja card from your hand. When this Ninja is sent out to Attack, you can discard 1 of your Chakras. In that case, this Ninja cannot be Yamato N598 set14 n598 Earth 5 1 0 Ninja Leaf Male Mental Power: 2 5/4 2/2 Tree R <> While your opponent has 1 or more Ninjas with <> or <> effect in play, they cannot win or get any Battle Rewards. Valid: This Ninja can become the user of Jutsu cards with 'Requirements: The Firs Shizune N599 set14 n599 Wind 4 0 0 Ninja Leaf Jonin Female Medical Mental Power: 1 4/3 1/3 Medicine/Weapon C <> Your Ninjas cannot receive any Damage or be changed to injured status due to your opponent's Ninja's effects. Danzo N600 set14 n600 Fire 4 0 0 Ninja Leaf The Foundation Male Mental Power: 2 4/3 2/2 Ninjutsu <> When this Ninja is put in play, your opponent moves all the cards in their hand to the bottom of their Deck in any order. Then, they draw the same number of cards that they moved to the bottom of their Deck due to this effect minus one. Chiyo N601 set14 n601 Wind 4 0 0 Ninja Sand Female Puppet Master Medical Mental Power: 1 3/3 3/3 Manipulation/Medicine U <> Valid: When this Ninja is injured due to Showdown, you can search for up to 3 copies of 'Secret White Move: Chikamatsus Ten Puppets' Jutsu cards in your Deck, show them(it) to your opponent, and place them(it) in your hand. Then, sh Matsuri N602 set14 n602 Wind 0 0 0 Ninja Sand Genin Female 2/1 1/1 Ninjutsu C <> Your other 'Sand' Ninjas get +0/+1. Mikoshi N603 set14 n603 Wind 0 0 0 Ninja Sand Genin Female 0/2 0/0 Ninjutsu C <> Your other 'Sand' Ninjas get +1/+0. Tobi N604 set14 n604 Fire 3 0 0 Ninja Akatsuki Male Ambush 3/3 2/3 ? R <> Valid: When this in-play Ninja is removed from play, move this card to your hand instead. Sasori (Possesion Mode) N605 set14 n605 Wind 6 1 0 Ninja Akatsuki Rogue Ninja Jonin Puppet Male Puppet Master Mental Power: 3 Name: Sasori 6/4 6/4 Manipulation R <> When this Ninja is put in play, place a Ninja Blade coin symbolizing -2/-2on every Ninja in 1 of your opponent's Teams. Valid: This Ninja can only be put in play by removing from game 1 'Sasori' Ninja card with an Entrance cost of 5 from Kabuto Yakushi N606 set14 n606 Water 5 1 1 Ninja Sound Jonin Male Medical Ambush Mental Power: 2 6/3 2/2 Medicine SR <> During your Mission Phase, you can discard 2 of your Chakras with a 'Water' Symbol. In that case, put in play 'Chunin' Ninja card with a 'Water' Symbol from your Discard Pile. Orochimaru N607 set14 n607 Water 6 1 1 Ninja Sound Sannin Male Ambush Mental Power: 3 6/4 5/3 Snake SR <> During your Mission Phase, you can remove from game 1 'Sasuke Uchiha' Ninja card from your Village or your hand. In that case, move 1 of your opponent's Ninjas to the bottom of their Deck. Then, your opponent draws 1 card. Naruto Uzumaki & Sai N608 set14 n608 Lightning/Wind 4 0 0 Ninja Leaf Male Genin The Foundation Anbu Clone Status Mental Power: 1 Squad 4/4 7/3 Oil/Brush R <> This Ninja's Team cannot be blocked by a Team that include 2 or more Ninjas with different Symbols. (If a Ninja card has 2 or more symbols, that player selects 1 of them.) Anbu (Foundation) N609 set14 n609 Earth 3 0 0 Ninja Leaf The Foundation Male Anbu Ambush 4/2 1/2 Weapon R <> When this Ninja is put in play, remove from game all the cards in each player's Discard Pile. Valid: When this Ninja is removed from play, remove from game all the cards in each player's Discard Pile. Homura Mitomon N610 set14 n610 Earth 4 0 0 Ninja Leaf Male Mental Power: 2 0/0 0/0 Ninjutsu U <> When this Ninja is put in play, you can put in play 'Koharu Utatane' Ninja card from your hand. At the end of your turn, if your opponent has 1 or more Ninjas with <> or <> effect in play, they must Koharu Utatane N611 set14 n611 Earth 4 0 0 Ninja Leaf Female Mental Power: 2 0/0 0/0 Ninjutsu U <> When this Ninja is put in play, you can put in play 'Homura Mitomon' Ninja card from your hand. At the end of your turn, if your opponent have 1 or more Ninjas with <> or <> effect in play, they must The First Hokage N612 set14 n612 Earth 6 1 0 Ninja Leaf Satoosa Male Mental Power: 2 6/4 4/2 Tree SR <> During the Exchange of Jutsu, you can discard 2 of your Chakras with an 'Earth' Symbol. In that case, negate and discard 1 Jutsu being used. The Second Hokage N613 set14 n613 Water 6 1 0 Ninja Leaf Satoosa Male Mental Power: 2 6/4 3/3 Water SR <> During the Exchange of Jutsu, you can discard 2 of your Chakras with a 'Water' Symbol. In that case, negate and discard 1 Jutsu being used. Haku N614 set14 n614 Water 0 0 0 Ninja Mist Male Mental Power: 2 2/1 0/0 Weapon C <> Valid: When this Ninja is discarded due to Showdown, you can search for 1 'Zabuza Momochi' Ninja card in your Deck and put it in play. In that case, your opponent draws 2 cards. Kabuto Yakushi N615 set14 n615 Water 1 0 0 Ninja Leaf Genin MaleMedical Mental Power: 2 0/2 0/0 Medicine R <> When this Ninja is put play, you can search for 1 Mission card with a 'Water' Symbol in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Naruto Uzumaki & Yamato N616 set14 n616 Earth/Lightning 5 0 0 Ninja Leaf Male Genin Anbu Mental Power: 2 Clone Status Squad 5/4 8/4 Oil/Tree SR <> When this Ninja is put in play, you can search for up to 2 Permanent Mission cards with an 'Earth' Symbol in your Deck and put them(it) in play. Valid: This Ninja can become the user of Jutsu cards with 'Requirements: The First Hokage'. Dosu Kinuta N617 set14 n617 Water 1 0 0 Ninja Sound Genin Male Ambush 2/1 1/1 Sound C <> When this Ninja is put in play, you can put two -1/-1 on 1 of your opponent's Ninjas with an Entrance cost of 0. Zaku N618 set14 n618 Water 0 0 0 Ninja Sound Genin Male Ambush 2/1 0/1 Sound C <> During the Exchange of Jutsu, you can discard 1 of your Chakras with a 'Water' Symbol. In that case, make 1 of your opponent's Ninjas with an Entrance cost of 2 or less Battling against this Ninja's Team a Stand-By Ninja. Kin Tsuchi N619 set14 n619 Water 0 0 0 Ninja Sound Genin Female Ambush Mental Power: 1 0/2 0/0 Sound C <> Your 'Dosu Kinuta' and/or 'Zaku' Ninja cards in this Ninja's Team gets +1/+1 and cannot be affected by the effects of your opponent's Ninjas. Kimimaro (Childhood) N620 set14 n620 Water 1 0 0 Ninja Sound Male Name: Kimimaro 4/1 1/1 Bone U <> At the end of the turn this Ninja's Team wins an Outstanding Victory, you can 1 Damage to 1 of your opponent's Ninjas with 0 Entrance cost. Dosu Kinuta, Zaku & Kin Tsuchi N621 set14 n621 Water 2 0 0 Ninja Sound Male Female Mental Power: 1 Squad 5/3 3/3 Sound U <> When this Ninja is sent out to Attack, you can select 1 of your opponent's in-play Ninjas. In that case, negate the effect texts of that selected Ninja and it gets -2/-2 during this turn and the next turn. Anko Mitarashi N622 set14 n622 Water 0 0 1 Ninja Leaf Genin Female Mental Power:1 3/1 1/1 Weapon C <> Valid: When this Ninja is discarded due to Showdown, you can search for 1 'Orochimaru' Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Ranmaru N623 set14 n623 Water 0 0 0 Ninja Male Kurosuki Family Ambush Mental Power: 1 0/2 0/0 Genjutsu C <> During the Showdown, in the calculation of Team Power, use only the printed value of this Ninja's Team and the Team Battling against it regardless of any other in-play effects. Manda N624 set14 n624 Water 7 1 0 Ninja Sound Snake 9/1 6/1 Snake R <> At the end of your turn, you must select and remove from game 1 injured status Ninja. If you cannot, remove from game 2 cards from the top of your Deck. Raiga Kurosuki N625 set14 n625 Water 5 1 1 Ninja Mist Rogue Ninja Jonin Male Kurosuki Family Ambush 6/1 5/1 Thunderbolt/Weapon R <> Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, reveal the top 5 cards of your opponent's Deck and remove from game all the Ninja cards among them. Then, return the rest and your opponent shuffles th The Demon Brothers Gouzu N626 set14 n626 Water 2 0 1 Ninja Mist Rogue Ninja Chunin Male 3/2 1/1 Weapon C <> When this Ninja is put in play, you can search for 1 'The Demon Brothers Meizu' in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck. The Demon Brothers Meizu N627 set14 n627 Water 2 0 0 Ninja Mist Rogue Ninja Chunin Male 3/2 0/1 Weapon C <> When this Ninja is put in play, you can search for 1 'The Demon Brothers Gouzu' in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck. Shimon Hijiri N628 set14 n628 Water 2 0 0 Ninja Leaf Chunin Male Proctor Mental Power: 1 3/2 0/2 Ninjutsu U <> Players cannot put in play Ninjas except by deploying them. Misumi Tsurugi N629 set14 n629 Water 2 0 0 Ninja Sound Male 4/1 2/1 Soft Body C <> When this Ninja is sent out to Attack, select 1 of your opponent's Ninjas with an Entrance cost of 2 or less. In that case, that selected Ninja gets -2/-2 during this turn and the next turn. Yoroi Akado N630 set14 n630 Water 2 0 Ninja Sound Male 3/2 0/1 Absorption C <> When this Ninja is sent out to Attack, select 1 of your opponent's Ninjas. In that case, during this turn and the next turn, when that Ninja is sent out to Battle, your opponent must discard 2 of their Chakras. Ino Yamanaka N631 set14 n631 Earth 0 0 Ninja Leaf Genin Female Growth Mental Power: 1 1/1 0/1 Mind C <> Your opponent's 'Male' Ninjas with 2 or less Entrance cost get -2/-0. Naruto Uzumaki N632 set14 n632 Lightning 1 0 Ninja Leaf Genin Male Clone Status Growth 1/1 5/1 Oil R <> Valid: When this Ninja receives any Damage due to the Showdown, remove from game the top 5 cards of your opponent's Deck. This effect cannot be negated. Rock Lee & Tortoise Ninja N633 set14 n633 Earth/Lightning 2 0 Ninja Leaf Genin Male Animal Tortoise Ninja Platoon 5/2 0/1 Taijutsu U <> When this Ninja is put in play, you can search for 1 'Might Guy' in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Valid: When this Ninja's Team wins a Victory or an Outstandin Shikamaru Nara N634 set14 n634 Earth 2 0 Ninja Leaf Chunin Male Mental Power: 4 Growth 0/3 0/2 Shadow SR <> During your Mission Phase, you can select 1 of your opponent's Ninjas with an Entrance of 2 or less. That selected Nina cannot be sent out to Battle unless this Ninja is sent out to Battle during the turn. Choji Akimichi N635 set14 n635 Earth 0 0 Ninja Leaf Genin Male Growth Mental Power: -1 3/1 0/0 Food C <> When this Ninja is sent out to Battle, you can remove from game 1 Ninja Blade coin of any kind. Shizune & Tonton N636 set14 n636 Earth/Wind 4 0 Ninja Leaf Jonin Female Animal Pig Medical Mental Power: 2 Platoon 5/4 2/4 Medicine/Weapon U <> When this Ninja is put in play, you can search for 1 'Tsunade' Ninja card in your Deck and put it in play. Sasuke Uchiha N637 set14 n637 Fire 0 0 Ninja Leaf Genin Male Sharingan Eye Growth 3/1 0/0 Taijutsu/Weapon C <> When this Ninja is sent out to Attack, you can select 1 of your opponent's 'Genin' Ninjas. In that case, negate the effect texts of that selected Ninja during this turn, and this Ninja gets those effects during this turn. Gaara of the Desert (Possessed Mode) N638 set14 n638 Wind 4 0 Ninja Sand Genin Male Name: Gaara of the Desert 6/1 4/1 Sand SR <> When this Ninja is put in play, you can remove from game 1 of your Ninjas with a 'Wind' Symbol. In that case, draw 2 cards. Sakura Haruno & Sai N639 set14 n639 Lightning/Wind 4 0 Ninja Leaf Female Male Chunin The Foundation Anbu Medical Growt5 Mental Power: 4 Squad 6/4 5/3 Medicine/Brush R <> During your opponent's Mission Phase, select 1 of your opponent's Ninjas. That selected Ninja must be sent out to Battle this turn if possible and negate the effect texts of that selected Ninja during this turn and next turn. Might Guy N640 set14 n640 Lightning 5 1 Ninja Leaf Jonin Male 6/1 6/1 Taijutsu SR <> When this Ninja is put in play, you can remove from game 1 of your opponent's injured status Ninjas. If you do, draw 1 card. Valid: While this Ninja is in the same Team as 1 or more Ninjas with a 'Taijutsu' Combat Attribute, this Ninj Kankuro & Black Ant N641 set14 n641 Earth/Wind 3 0 Ninja Sand Genin Male Puppet Squad 5/4 2/3 Manipulation/Weapon U <> During your Mission Phase, you can discard 1 'Puppet' Ninja card from your hand. In that case, discard 1 of your opponent's Ninjas with an Entrance cost of 2 or less. Temari N642 set14 n642 Wind 2 0 Ninja Sand Genin Female Mental Power: 1 3/2 0/2 Weapon R <> During the Showdown, in the calculation of Team Power or Mental Team Power, use only the printed value of the Ninjas in this Ninja's Team and the Team Battling against it regardless of any other in-play effects. Itachi Uchiha N643 set14 n643 Fire 6 1 Ninja Akatsuki Rogue Ninja Jonin Male Sharingan Eye 6/4 3/3 Genjutsu R <> During your Mission Phase, you can discard 1 of your Chakras with a 'Fire' Symbol. In that case, you can select 1 of your opponent's Ninjas. That selected Ninja cannot be sent out to Battle during this turn. Kisame Hoshigaki N644 set14 n644 Water 5 1 Ninja Akatsuki Rogue Ninja Jonin Male Ambush 6/2 4/1 Weapon R <> This Ninja's Team cannot be blocked by Teams that include 1 or more injured Ninjas. Teyaki Uchiha C032 set15 c032 Earth/Fire 1 0 Client Leaf Male U Effect: Each time your Ninja with 'Uchiha' in its name is put in play, draw 1 card. Taruho C049 set15 c049 Earth/Lightning 1 0 Client Ogre Male U Effect: During the Mission Phase, you can discard this in-play Client. In that case, players cannot search for any cards during that turn. Susuki C050 set15 c050 Lightning/Water 3 0 Client Ogre Male U Effect: Your Jutsu cards cannot be affected by the effects of your opponent's Jutsu cards. Miroku C051 set15 c051 Lightning/Water 0 0 Client Ogre Priestess Female R Effect: Effect texts of Ninjas are negated during the turn they are put in play. Players cannot put in play Ninja cards except by deploying them. Water Prison Jutsu J032 set15 j032 Water W W Jutsu C Target: 1 Ninja Battling against the user Effect: The Combat of the target becomes 0 during this turn. Paper Bomb J067 set15 j067 Lightning L 1 Jutsu U Target: 1 Ninja Battling against the user Effect: If the target does not become the user of a Jutsu card during this turn, the target receives 1 Damage at the end of the Exchange of Jutsu. Water Style: Furious Current Jutsu J332 set15 j332 Water W X Jutsu R Target: 1 of your opponent's Ninjas with an Entrance cost of X or less Effect: Return the target to the bottom of its original owner's Deck. You can only discard Chakras with a 'Water' symbol for X. Fire Style: Phoenix Flower Jutsu J386 set15 j386 Fire F F 1 Jutsu U Requirements: ''Sharingan Eye'' + ''An Entrance cost of 3 or more'' Target: Every Ninja, with no ''Fire'' Symbols, Battling against the user Effect: Give 1 Damage to the target.' Summoning Jutsu J437 set15 j437 Lightning L 1 Jutsu C Requirements: 'Oil' Combat Attribute Effect: Search for 1 'Ninja Toad' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. If your Turn Marker is equal to or higher than the Entrance cost of that 'Ninja T Visual Jutsu J537 set15 j537 Fire F1 Jutsu R Requirements: 'Sharingan Eye' + 'Jonin' or higher Rank Target: Every Ninja Battling against the user Effect: The Power of the target becomes 0/0 during this turn and the Mental Power of the target becomes 0 during this turn. Giant Rasengan J538 set15 j538 Lightning LLLX Jutsu R Requirements: 'Naruto Uzumaki' + 'Printed Entrance cost of 3 or more' Target: X number of Ninjas Battling against the user Effect: Remove from game the target. X can only be paid by Chakras with a 'Lightning' Symbol. Tongfa J541 set15 j541 Earth E1 or W1 Jutsu R Requirements: 'Weapon' Combat Attribute + 'Chunin' or higher Rank Target: Every Back Ninja Battling against the user Effect: Support of the target cannot be added to the Team Power during the Showdown of this turn. Additionally, if you have a 'Master of Dynamic Action J542 set15 j542 Lightning 1 Jutsu C Requirements: 'Taijutsu' Combat Attribute + 'Chunin' or higher Rank Target: User Effect: The target gets +X/+X during this turn. X = the user's Entrance cost. Storm by Rasengan J543 set15 j543 Lightning LL1 Jutsu C Requirements: 'Naruto Uzumaki' + 'Clone Status' or 'Jiraiya' or 'The Fourth Hokage' Target: Every Back Ninja Battling against the user Effect: Discard the target. Destructive Swing J544 set15 j544 Lightning LL Jutsu R Requirements: 'Nine-Tailed Fox Spirit' Target: Every Ninja Battling against the user Effect: Give 1 Damage to the target. Additionally, switch the positions of the target in any way you like. Fast Capture J545 set15 j545 Water W1 Jutsu C Requirements: 'Jonin' or higher Rank Target: 1 Ninja Battling against the user with printed Entrance cost of 4 or less Effect: Move the target to its owner's Chakra area. Power of Sharingan J546 set15 j546 Fire FF Jutsu C Requirements: 'Sharingan Eye' Effect: Look at all the cards in your opponent's hand and discard up to 2 Jutsu cards among them. Fire Style: Fire Ball Jutsu J547 set15 j547 Fire F1 Jutsu C Requirements: 'Jonin' or higher Rank Target: 1 Ninja Effect: Give 1 Damage to the target. Additionally, the user can use 'Fire Style: Fire Ball Jutsu' cards without paying their costs during this turn. Burst of Lightning Blade J548 set15 j548 Fire FF Jutsu U Requirements: 'Kakashi Hatake' Target: 1 Ninja Effect: Give 1 Damage to the target. Additionally, the user can use the next Jutsu card with a 'Fire' Symbol without paying its cost during this turn. Assault of Snakes J549 set15 j549 Water WX Jutsu R Requirements: 'Jonin' or higher Rank Effect: Search for X number of 'Snake' Ninja cards in your Deck and put them in play in your Village. You can only discard Chakras with a 'Water' Symbol for X. Ecdysis J550 set15 j550 Water W Jutsu C Requirements: 'Orochimaru' or 'Snake' Combat Attribute Target: User Effect: Search 1 Ninja card with the same name as the target in your Deck and discard it. In that case, the target cannot be removed from play during this turn. Additionally, if the targe Sand Arm J551 set15 j551 Wind NN Jutsu R Requirements: 'Sand' Combat Attribute + 'Printed Entrance cost of 5 or more' Target: 1 of your opponent's Ninjas Effect: Injure the target and place it the Team Battling against the user in any position. If the user's Team wins a Victory or an Outstanding Giant Sand Shield J552 set15 j552 Wind NN Jutsu U Requirements: 'Sand' Combat Attribute + 'Printed Entrance cost of 5 or more' Target: Every one of your Ninjas Effect: The target cannot be affected by your opponent's effects during this turn. Additionally, all Teams skip the Showdown of this turn. Heaven Kick of Pain J553 set15 j553 Wind N2 Jutsu U Requirements: 'Tsunade' Target: (1) 1 Ninja Battling against the user (2) Other Ninjas in the same Team as target (1). Effect: Give 2 Damage to target (1) and 1 Damage to target (2). Chakra Thread J554 set15 j554 Wind NN Jutsu C Requirements: 'Manipulation' Combat Attribute Effect: Place 1 'Puppet' Ninja card in the user's Team in any position from your Chakra area or your Discard Pile. Leaf Hurricane J555 set15 j555 Lightning 2 Jutsu C Requirement: 'Taijutsu' Combat Attribute Effect: Put 1 Ninja card with a 'Taijutsu' Combat Attribute in play in any position in the user's Team from your Chakra area. At the end of the turn, if that Ninja still remains in play, move it to your hand. Priestess's Bell J556 set15 j556 Lightning L Jutsu C Effect: If you have a 'Priestess' Ninja or 'Priestess' Client in play, all Teams skip the Showdown of this turn. Additionally, your opponent cannot win any Battle Rewards this turn. Chocolate Bomb!! J557 set15 j557 Lightning 2 Jutsu C Requirements: 'Rock Lee' + 'Chunin' or higher Rank or 'Might Guy' Target: 1 Ninja Effect: If the user is in injured status, remove the target from game. If not, change the target to injured status. Hidden Lotus J558 set15 j558 Lightning 3 Jutsu U Requirements: 'Rock Lee' + 'Chunin' or higher Rank or 'Might Guy' Target: Every Ninja Battling against the user Effect: Change the target to injured status. Additionally, if the user is injured status, the target becomes a Stand-By Ninja. Super Chakra Rasengan J559 set15 j559 Lightning LLL Jutsu R Requirements: 'Naruto Uzumaki' + 'Clone Status' or 'Jiraiya' or 'The Fourth Hokage' Target: Every Ninja Battling against the user Effect: If you have a 'Priestess' Ninja or 'Priestess' Client in play, move the target to the bottom of its owner's Deck in Shadow Mirror Body Transfer Art J560 set15 j560 Lightning LL1 Jutsu U Effect: If you have 'Taruho' in play, you can remove it from game. In that case, put 1 Ninja card from your hand in play and place it in any of your Teams in any position. Monstrous Warriors J561 set15 j561 Earth/Lightning 3 Jutsu U Requirements: 'Quartet' Effect: Search for 1 Ninja card with <> effect in your Deck, show it to your opponent and place it in the user's Team in any position. Then, shuffle your Deck. Water Style: Surface Slicer J562 set15 j562 Lightning/Water 2 Jutsu C Requirements: 'Quartet' Target: 1 Jutsu card being used Effect: Negate the target and move it to the top of its owner's Deck. Additionally, if the user is 'Shizuku', discard the top card of your opponent's Deck. Combination Ninjutsu J563 set15 j563 Fire/Lightning 2 Jutsu C Requirements: 'Quartet' Target: 1 Ninja Effect: If you have 2 or more other Ninjas with <> effect in the user's Team, give 2 Damage to the target. Chakra Infusion J564 set15 j564 Lightning L1 Jutsu R Requirements: 'Dark Medical' Target: Every one of your Ninjas with <> effect Effect: Heal the target and place 1 Growth coin on it. Additionally, if the user is 'Kusuna', the target gets +2/+2 during this turn. Wind Style: Divine Down-Current J565 set15 j565 Lightning 2 Jutsu C Requirements: 'Quartet' Target: 1 Ninja Battling against the user Effect: Change the target to injured status. Additionally, if the user is 'Setsuna', move this Jutsu card to your hand. Earth Style: Petrifying Jutsu J566 set15 j566 Lightning 2 Jutsu U Requirements: 'Quartet' Target: Every one of your Ninjas with <> effect Effect: The target cannot be affected by your opponent's effects during this turn. Additionally, if the user is 'Gitai', the target gets +3/+3. Youth at Full Power! J567 set15 j567 Lightning 2 Jutsu C Requirements: 'Taijutsu' Combat Attribute + 'Chunin' or higher Rank Target: User Effect: The target gets +X/+X and +X Mental Power where X is the number of your in-play Ninjas with a 'Taijutsu' Combat Attribute. Additionally, the target cannot be affected Nine-Tail's Cloak J568 set15 j568 Lightning LL Jutsu C Requirements: 'Naruto' Uzumaki' + 'Printed Entrance cost of 3 or more' Target: User Effect: Place 2 Ninja Blade coins (symbolizing 'Nine-Tail's Cloak' coins) on the target. When the user would be removed from play, remove 1 Mysterious coin from it instead Great Leaf Flash J569 set15 j569 Lightning L2 Jutsu C Requirements: 'Rock Lee' + 'Chunin' or higher Rank or 'Might Guy' Target: Every Back Ninja Battling against the user Effect: Move the target to their Chakra area. Radiant Energy J570 set15 j570 Lightning L Jutsu C Requirements: 'The Nine-Tailed Fox Spirit' or 'Tailed Beast Form' Target: 1 Ninja Effect: Give X Damage to the target. X = the number of your opponent's Battle Rewards. Ninja Art: Super Beast Scroll Falcon J571 set15 j571 Lightning 2 Jutsu C Requirements: 'Brush' Combat Attribute Target: User Effect: The user becomes a Stand-By Ninja. Additionally, during your next turn, the target's Team cannot be Blocked. Ninja Art: Super Beast Scroll Snake J572 set15 j572 Lightning L1 Jutsu U Requirements: 'Sai' Target: Every Ninja Battling against the user Effect: The target cannot become the user of Jutsu cards during this turn. Additionally, if the target receives any Damage during this turn, it is moved its owner's Chakra area instead. Snake Sword J573 set15 j573 Water WW Jutsu U Requirements: 'Orochimaru' or 'Sasuke Uchiha' + 'Printed Entrance cost of 4 or more' Target: 1 Ninja Battling against the user Effect: Move the target to their Chakra area. This Jutsu card cannot be affected by your opponent's Jutsu cards. Mulitple Striking Shadow Snake J574 set15 j574 Water WW1 Jutsu R Requirements: 'Orochimaru' or 'Sasuke Uchiha' + 'Printed Entrance cost of 4 or more' Target: Every Ninja Battling against the user with a printed Entrance cost lower than that of the user's Effect: Move the target to the bottom of their Deck. This Jutsu Chidori Stream J575 set15 j575 Water WW Jutsu SR Requirements: 'Sasuke Uchiha' + 'Printed Entrance cost of 4 or more' Target: Every Ninja Battling against the user Effect: The Power of the target becomes 0/0 during this turn and the Mental Power of the target becomes 0 during this turn. Additionally, Sickle Chain J576 set15 j576 Earth E or W 1 Jutsu C Requirements: 'Weapon' Combat Attribute Target: User Effect: The target gets +3/+3 during this turn. Additionally, if you have a 'Master of the Weapons' Mission card in play, the target gets +2/+2 during this turn. Weapon Control! Tensasai J577 set15 j577 Earth E? or W1 1 Jutsu U Requirements: 'Weapon' Combat Attribute + 'Chunin' or higher Rank Target: 1 Ninja Battling against the user Effect: Give 1 Damage to the target. Additionally, if you have a 'Master of the Weapons' Mission card in play, give 1 Damage to the target. Antidote J578 set15 j578 Wind 2 1 Jutsu C Requirements: 'Medicine' Combat Attribute Effect: Heal the user and it cannot be affected by the effects of your opponent's Ninja and Jutsu cards during this turn. Additionally, if you have 1 or more other Ninja with a 'Medicine' Combat Attribute, heal al 8 Trigrams Hazan Strike J579 set15 j579 Earth E1 1 Jutsu C Requirements: 'Byakugan' + 'Printed Entrance cost of 3 or more' Target: Every Ninja Battling against the user Effect: Switch the positions of the target in any way you like. Fist of Anger J580 set15 j580 Wind NN 1 Jutsu C Requirements: 'Sakura Haruno' + 'Chunin' or higher Rank or 'Tsunade' Effect: If the user is injured, move 1 Ninja Battling against the user to it's owner's Chakra area. If not, move 1 Ninja Battling against the user with printed Entrance cost equal to or Cherry Blossom Impact J581 set15 j581 Wind N2 1 Jutsu SR Requirements: 'Sakura Haruno' + 'Chunin' or higher Rank or 'Tsunade' Target: Every Ninja Battling against the user with printed Entrance cost equal to or lower than that of the user's Effect: The target becomes a Stand-By Ninja and give 1 Damage to it. Detonating Clay J582 set15 j582 Earth EE 1 Jutsu C Requirements: 'Deidara' Target: 2 of your opponent's Ninjas Effect: Give 1 Damage to the target. Gentle Fist J583 set15 j583 Earth E1 1 Jutsu U Requirements: 'Byakugan' Target: Every Back Ninja Battling against the user Effect: The target gets +0/-2 and -2 Mental Power during this turn. Emergency Meeting J584 set15 j584 Earth E1 or N1 1 Jutsu U Requirements: 'Mental Power' of 2 or more Effect: The user's Team and the Team Battling against it perform a Mental Power Battle during this turn. Giving Ones Best J585 set15 j585 Lightning 2 1 Jutsu C Requirements: 'Taijutsu' Combat Attribute Target: User Effect: If you paid the cost of this Jutsu with 1 or more Ninja cards with a 'Taijutsu' Combat Attribute, the user gets +X/+X during the turn where X is the healthy status Combat value of 1 of them of Thousand Arms Manipulation J586 set15 j586 Wind N2 1 Jutsu U Requirements: 'Iron' Combat Attribute Effect: Place a total of 6 Ninja Blade coins symbolizing -2/-2 coins on your opponent's Ninjas in any way you like. Wood Style: Four Pillars House Jutsu J587 set15 j587 Earth 2 1 Jutsu C Requirements: 'Tree' Combat Attribute Effect: Move up to 2 Mission cards from your Discard Pile to your hand. Massive Iron Sand Attack J588 set15 j588 Wind NN 1 Jutsu U Requirements: 'Iron' Combat Attribute Target: Every Ninja with 2 or more -2/-2 coins Effect: Remove the target from game. Kamui J589 set15 j589 Fire FFF 1 Jutsu SR Requirements: 'Kakashi Hatake' or 'Itachi Uchiha' Target: 1 Ninja Effect: Place the target in your Battle Reward area face down. 8 Trigrams Air Palm J590 set15 j590 Earth EE 1 Jutsu R Requirements: 'Byakugan' + 'Printed Entrance cost of 3 or more' Target: Every Ninja Battling against the user with printed Entrance cost equal to or lower than that of the user's Effect: Change the target to injured status. Glare of Snake J591 set15 j591 Water WW 1 Jutsu U Effect: During your opponent's next turn, if your opponent deploys a Ninja card, they cannot move their Turn Marker up at the end of that turn. Power of the Evil J592 set15 j592 Lightning LL 1 Jutsu C Requirements: 'Nine-Tailed Fox Spirit' Effect: If the user's Team is Battling, regardless of the result of the Battle, the user's Team wins an Outstanding Victory during the Showdown of this turn instead. Special Power J593 set15 j593 Water WW 1 Jutsu C Requirements: 'Sasuke Uchiha' + Printed Entrance cost of 4 or more' Effect: Randomly select 1 of the cards in your opponent's hand and place it in your Battle Reward area face down. Sealing the Evil J594 set15 j594 Earth EE 0 Jutsu U Requirements: 'Tree' Combat Attribute Target: 1 Ninja Effect: Move the target to the bottom of its owner's Deck. Ink Clone Jutsu J595 set15 j595 Lightning LL 1 Jutsu C Requirements: 'Brush' Combat Attribute Target: User Effect: Move the target to the top of its owner's Deck. In that case, draw 3 cards from the bottom your Deck. Running on the Water J596 set15 j596 Water WW 1 Jutsu U Target: Every Ninja in the user's Team Effect: The target cannot be affected by the effects of your opponent's Jutsu cards that do not have a 'Water' Symbol during this turn. Stock J597 set15 j597 Water W 1 Jutsu C Requirements: 'Medicine' Combat Attribute Effect: Select one of the followings and apply it: (1) Search for 1 Ninja card in your Deck and move it to your Discard Pile. (2) Search for 1 Ninja card in your opponent's Deck and move it to their Discard Pile. Chakra Knife J598 set15 j598 Water 2 1 Jutsu U Requirements: 'Medicine' Combat Attribute Target: 1 Ninja Effect: Change the target to injured status. Wood Style: Domed Wall J599 set15 j599 Earth EE 1 Jutsu C Requirements: 'Tree' Combat Attribute Target: Every one of your Ninjas Effect: The target cannot be affected by your opponent's effects during this turn. Additionally, all Teams skip the Showdown of this turn. Revival of the Dead J600 set15 j600 Water W 1 Jutsu R Requirements: 'Orochimaru' Effect: If you paid the cost of this Jutsu with a 'Summoning Jutsus: Reanimation' Jutsu card, or 'Orochimaru's Forbidden Jutsu' Mission card, place up to 2 Ninja cards from your Discard Pile and/or your opponent's Discard Pile a Interrogation J601 set15 j601 Fire 3 1 Jutsu C Requirements: 'Anbu' or 'Satoosa' Target: Every Ninja Battling against the user with 0 or less Mental Power Effect: Move the target to the top its owner's Deck. Appearance of Unknown Rivals M051 set15 m051 Water 2 1 1 Mission R Permanent (3) Effect: Draw 1 card every time your opponent deploys a Ninja. This effect cannot be duplicated. Toad Sage M118 set15 m118 Lightning 3 1 1 Mission R Effect: You can show 1 'Ninja Toad' Ninja in your hand to your opponent and move it to the bottom of your Deck to draw 3 cards. Three-Cornered Deadlock M193 set15 m193 Lightning 3 1 1 Mission R Effect: Each player can search for 1 'Ninja Toad,' 'Snake,' or 'Slug' Ninja in their Deck, show it to the other player, and place it in their hand. Then, shuffle both Decks. Reunion with the Former Teacher M209 set15 m209 Lightning 3 1 1 Mission U Permanent Effect: At the beginning of your turn, if you have 2 or less cards in your hand, draw card(s) until you have 3 cards in your hand. Tsunade's Guess M272 set15 m272 Fire 2 1 1 Mission C Effect: Select either 'Ninja card' or 'Jutsu or Mission card' and reveal the top 4 cards of your Deck. If you have 1 or more selected type cards among the revealed cards, select 1 of the selected type cards among them and place it in your hand. If not, di The Symbol of the Proud Clan M356 set15 m356 Fire 3 1 1 Mission R Permanent Effect: All your in-play Ninjas with 'Uchiha' in their names get +1/+1. Additionally, Ninja cards with 'Uchiha' in their names in your hand gets -1 Entrance cost. Mission of Capturing the Missing Pet Tora M412 set15 m412 Lightning 2 0 1 Mission R Effect: Look at all the cards in your opponent's Battle Rewards. If there is 1 or more Ninja cards among them, you can select 1 of them and deploy it. Leaf Academy M500 set15 m500 Fire/Lightning 2 1 1 Mission U Permanent Effect: During your Mission Phase, you can apply one of the following effects according to the number of Growth coins on your in-play 'Leaf' Ninjas: 4+) Draw 1 card. 5+) Place a Growth coin on 1 of your Ninjas. 8+) You win 1 Battle Reward. 1 Reunion of Destiny M501 set15 m501 Fire/Lightning 5 1 1 Mission C Target: Your 'Sasuke Uchiha' or 'Naruto Uzumaki' Effect: If you selected your 'Sasuke Uchiha' as the target, the target's Team can only be blocked by a Team that includes 'Naruto Uzumaki' during this turn. If you selected your 'Naruto Uzumaki' as the tar Betrayal M502 set15 m502 Water 3 1 1 Mission R Counter Permanent (2) Target: (1) 1 of your Ninjas ????? (2) 1 of your opponent's Ninjas with an Entrance cost equal to or lower Entrance cost of that of target (1)'s Effect: When this Mission card's effect is applied, remove target (1) from game. In that Sacrifice M503 set15 m503 Water 4 1 1 Mission C Permanent Effect: During your Mission Phase, you can discard 1 of your in-play Ninjas with an Entrance cost of 3 or more. In that case, move down your opponent's Turn Marker by 1. Target of the Vengeance M504 set15 m504 Fire 4 1 1 Mission C Target: 1 of your opponent's Ninjas Effect: Remove 4 Ninja cards that include 'Uchiha' in their names from game from your Village, and/or Chakra area. In that case, move the target to the bottom of its owner's Deck. Lack of Sensitivity M505 set15 m505 Wind 3 1 1 Mission R Target: (1) 1 of your injured 'Female' only Ninjas (2) 1 of your opponent's healthy 'Male' Ninja Effect: Change target (1) to healthy status and change target (2) to injured status. Luxurious Meal M506 set15 m506 Earth 4 1 1 Mission C Effect: Move up to 2 cards from your Discard Pile to your Chakra area and draw 1 card. Temporary Squad M507 set15 m507 Earth 3 1 1 Mission C Permanent (2) Effect: Your Teams can include as many Ninjas as you like. The Priestess Who Seals the Evil M508 set15 m508 Lightning/Wind 5 1 1 Mission ST Effect: Remove from game 1 of your 'Priestess' Ninjas or 'Priestess' Clients. In that case, move 1 of your opponent's Ninjas to the bottom of its owner's Deck. Beyond the Time M509 set15 m509 Lightning/Wind 3 1 1 Mission C Target: Your 'Shion' Effect: If you don't have 'Naruto Uzumaki' in play, remove the target from game. In that case, put a 'Naruto Uzumaki & Shion' Ninja card in play from your Reinforcement Deck. Changed Prophecy M510 set15 m510 Earth 3 1 1 Mission C Effect: Select a player. Then, move all the cards in the selected player's hand to the bottom of the owner's Deck. Then, that player draws the same number of cards that were moved minus one. Competition M511 set15 m511 Lightning 1 1 1 Mission R Counter Permanent Effect: When a player deploys a Ninja card with an Entranc cost of 6 or more, that player gets 2 Battle Rewards and draws 2 cards. Then, move this Mission card to your Chakra area. This Mission card cannot be played if your Turn Marker i Retiring Character M512 set15 m512 Earth/Lightning 4 1 1 Mission R Target: 1 of your Ninjas Effect: Move the target to your hand. Then, put it in play. Surprise Attack from a Mysterious Enemy M513 set15 m513 Earth 4 1 1 Mission R Counter Effect: Your opponent must select and discard 1 of their in-play Ninjas. Powerless M514 set15 m514 Lightning 3 1 1 Mission C Counter Permanent (2) Target: 1 Ninja Effect: Attach this card to the target. The printed Power of the target becomes 0/0. (If you attach this to your opponent's Ninja, they control this card.) Punishment M515 set15 m515 Earth/Fire 1 1 1 Mission U Permanent Effect: If a player searches for any cards in their Deck, that player cannot move their Turn Marker up at the end of that turn. Additionally, that player cannot draw any cards at the beginning of their next turn. Not Again M516 set15 m516 Fire 2 1 1 Mission U Permanent Effect: Ninjas that were sent out to Battle cannot be sent out to Battle during the next turn they were sent out. Cold Eyes M517 set15 m517 Earth/Wind 1 1 0 Mission U Permanent (3) Effect: When a player sends out 1 or more Teams that include 2 or more 'Male' Ninjas to Battle, that player must discard 1 card from their hand if they have any. Heart-to-Heart Communication M518 set15 m518 Earth/Lightning 1 0 0 Mission C Permanent Effect: Players cannot search for any cards in their Deck or put in play Ninja cards except by deploying them. Weird Picture Book M519 set15 m519 Earth/Lightning 1 1 0 Mission U Counter Effect: If your opponent searches 1 or more cards in their Deck during this turn, remove those cards from game instead. Fake Smile M520 set15 m520 Lightning 4 1 0 Mission R Effect: Select 1 Ninja card from your hand, place it in your Village keeping it face down, and declare if that Ninja card has 1 or more Hand cost or not. Then, your opponent guesses if that's correct or not and then reveal that card. If your opponent gues Internal Trouble M521 set15 m521 Fire 3 1 0 Mission U Permanent Effect: At the end of each player's turn, if a Team has 4 or more Ninjas in it, that player must remove Ninjas in that Team from game until they have 3 or less Ninjas in that Team. Secret Mission M522 set15 m522 Fire 3 1 1 Mission U Effect: Discard X number of cards from the top of your opponent's Deck. X = the number of cards in your opponent's hand. Buddy System M523 set15 m523 Earth/Lightning 3 1 0 Mission R Permanent (3) Effect: Teams with 2 or more different Symbols cannot be sent out to Battle. (If a Ninja card has 2 or more Symbols, that player can select one of them.) Search for a Member M524 set15 m524 Earth/Lightning 2 1 0 Mission U Effect: Move 1 Ninja card from your Chakra area or Discard Pile to your hand. A Tail M525 set15 m525 Earth 4 1 0 Mission C Permanent (4) Effect: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, place 1 of your Stand-By Ninjas in any of your Battling Teams in any position. Necklace of the First Hokage M526 set15 m526 Earth 4 1 0 Mission U Permanent Target: (1) 1 of your opponent's Ninjas (2) Your in-play 'Yamato' or 'The First Hokage' Effect: Target (1) and (2) cannot be sent out to Battle. When target (1) and/or (2) are(is) removed from play, move this Mission card to its Ow Master of the Weapons M527 set15 m527 Earth/Wind 3 1 1 Mission R Permanent Effect: During your Mission Phase, if your opponent has 2 or more Ninjas in play than you do, you can deploy 1 Ninja card with a 'Weapon' Combat Attribute. That Ninja card is not counted towards the 1 Ninja per turn. This effect cannot be duplic Inherited Kekkei Genkai M528 set15 m528 Earth 1 1 0 Mission C Permanent Effect: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, select 1 of your Ninjas with “Byakugan”. The selected Ninjas printed Combat and Support values are switched during that turn and the next Dummy M529 set15 m529 Water 2 1 0 Mission U Permanent Effect: When 1 of your Ninjas would be removed from play by the effects of your opponent's Ninja cards, you can remove from game 1 Ninja card with an Entrance cost equal to or higher that that of that Ninja's from your hand or Discard Pile. In t Member List M530 set15 m530 Water 2 1 0 Mission R Effect: Designate a number. Then, look at all the cards in your opponent's hand and discard any Ninjas cards with the designated number Entrance cost from game. Impatient Feeling M531 set15 m531 Fire 4 1 1 Mission U Permanent Effect: The Attacker for the turn must send at least 1 Team out to Attack if possible. Earth Style: Hidden Mole Jutsu M532 set15 m532 Earth 3 1 0 Mission C Permanent Effect: During the Exchange of Jutsu, you can make 1 of your Battling Ninjas a Stand-By Ninja. In that case, at the end of that turn, you can organize your Teams. Jealousy M533 set15 m533 Wind 1 1 1 Mission C Permanent (1) Effect: Your opponent cannot draw any cards. Bashfulness M534 set15 m534 Earth 3 1 0 Mission SR Counter Target: 1 Ninja with an Entrance cost of 4 or more that was just deployed Effect: Move the target to the top of its original owner's Deck. Deep-Rooted Organization M535 set15 m535 Fire 3 1 0 Mission R Effect: Discard X number of cards from the top of both players' Deck. X = the number of your opponent's Turn Marker. Deeply Cut Wound M536 set15 m536 Lightning 1 1 0 Mission U Permanent Effect: When your opponent searches for any card(s), you can reveal a 'The Nine-Tailed Fox Spirit' Ninja card or 'Naruto Uzumaki (Tailed Beast Mode)' from your hand. In that case, remove that searched card(s) from game instead. Then, search your Approaching Shadow of a Snake M537 set15 m537 Water 4 1 1 Mission R Permanent (2) Effect: Your opponent cannot move their Turn Marker during the turn they deploy 1 or more Ninjas. Crying in Vain M538 set15 m538 Water 1 1 1 Mission R Permanent (4) Effect: When your opponent puts a Ninja card in play except by deploying it, remove it from game instead. The Power to Seal the Disaster M539 set15 m539 Earth 3 1 1 Mission U Permanent Effect: During the Mission Phase, you can discard 1 of your Chakras with an 'Earth' Symbol. In that case, you can negate the effect texts of 1 of your opponent's Ninjas during that turn and the next turn. Not Another Step M540 set15 m540 Fire 3 1 0 Mission R Counter Permanent (3) Effect: When your opponent sends any Teams out to Attack, you can deploy 1 'Anbu' Ninja from your hand and place it in any of your Teams. Firm Union M541 set15 m541 Earth/Lightning 4 1 0 Mission U Permanent EEffect: During your Mission Phase, if you have 8 or more “Leaf” Ninjas, you can select 1 of the following and apply it: (1) Move 1 of your opponents Battle Rewards to your hand (2) You win 1 Battle Reward This effect cannot Will of the Third Hokage M542 set15 m542 Fire 5 1 0 Mission C Permanent (3) Effect: While you have 1 or more 'Satoosa' Ninja cards in your Discard Pile, the effect texts of your opponent's Ninjas are negated. Sharpening the Blade M543 set15 m543 Water 3 1 0 Mission C Permanent Effect: Your Ninjas with a 'Weapon' Combat Attribute get the following effect text: When any Ninja Battling against this Ninja's Team receives any Damage due to the Showdown, remove it from game after Damage is applied, even if that Damage is re Big Help M544 set15 m544 Lightning 6 1 0 Mission C Effect: Reveal the bottom 5 cards of your Deck. If there are 1 or more 'Ninja Toad' Ninja cards among them, select 1 of them and put in play. Then, return the rest and shuffle your Deck. Leaf Hospital M545 set15 m545 Water/Wind 2 1 1 Mission SR Permanent Effect: During your Mission Phase, you can change 1 of your injured 'Medical' Ninjas to healthy status. This effect cannot be duplicated. Destiny of the Clan M546 set15 m546 Earth 1 1 0 Mission U Permanent (3) Effect: When a Ninja with a 'Byakugan' is deployed, draw 1 card. Approaching Showdown M547 set15 m547 Earth/Lightning 4 1 1 Mission SR Permanent (2) Effect: Only Ninjas with no Hand cost can be sent out to Battle. Threat of the State 2 M548 set15 m548 Water 2 1 1 Mission R ##################################### Leaf Police Force M549 set15 m549 Fire 2 1 1 Mission ST Effect:You can search for 1 'The Symbol of the Proud Clan' Mission card or 1 Ninja card with << LEAF POLICE FORCE>> effect in your Deck show it to your opponent and place it in your hand. Then, shuffle your Deck. A Shadow in the Moonlight Mus077 set15 mUS077 Fire 2 1 0 Mission U Effect: Reveal the top 4 cards of your Deck. Then, select 1 Ninja card among the cards, if there is any, show it to your opponent, and place it in your hand. Then, return the rest and shuffle your Deck. Just Like Drifting Clouds Mus086 set15 mUS086 Fire 1 1 0 Mission R Permanent (2) Effect: During your mission phase, you can exchange all the cards in your hand with the same amount of cards from the top of your Deck. In that case, shuffle your Deck and draw 1 card. Gama N102 set15 n102 Lightning 2 0 1 Ninja Leaf Ninja Toad 2/2 0/2 Oil U <> Valid: This Ninja cannot be the user of Jutsu cards. Valid: If this Ninja is discarded after being in play, move it to the bottom of your Deck. Genma Shiranui N144 set15 n144 Fire 3 0 1 Ninja Leaf Special Jonin Male Proctor Mental Power: 1 4/2 2/1 Ninjutsu R <> At the beginning of your turn, if you have no Clients in your Village, you can search for 1 Client in your Deck and deploy it. Then, shuffle your Deck. Ninja Toad N198 set15 n198 Lightning 4 0 1 Ninja Leaf Ninja Toad 5/1 4/1 Oil C <> Valid: This Ninja cannot be the user of Jutsu cards. Valid: If this Ninja is discarded after being in play, move it to the bottom of your Deck instead. Fugaku Uchiha N260 set15 n260 Fire 4 0 0 Ninja Leaf Jonin Male Sharingan Eye 5/1 4/1 Flame U <> Valid: All your in-play Ninjas with 'Uchiha' in their names get +2/+0 except this Ninja. Mikoto Uchiha N261 set15 n261 Fire 4 0 0 Ninja Leaf Jonin Female 4/3 1/2 Flame C <> Valid: Your in-play 'Sasuke Uchiha' gets +1/+1. Arashi Fuma N303 set15 n303 Lightning 4 0 0 Ninja Fuma Clan Male 5/3 3/1 Ninjutsu C Orochimaru N320 set15 n320 Water 6 1 1 Ninja Sound Sannin Male Mental Power: 3 6/4 5/3 Snake R <> This Ninja can use any Jutsu card with a 'Water' symbol and printed Jutsu cost of 3 or less regardless of the Jutsu card's Requirements. (Each specific symbol in the Jutsu cost also counts as 1.) Isaribi N384 set15 n384 Water 1 0 0 Ninja Sound Female Sea Monster 0/2 0/0 Water R <> When this Ninja is sent out to Block, you can reveal the bottom card of your Deck. If it is a Ninja card, move it to your hand. If not, return it to your Deck and shuffle it. Sumaru N409 set15 n409 Lightning 0 0 0 Ninja Star Genin Male Growth Mental Power: 1 3/1 0/0 Peacock U <> If this Ninja has a Meteorite coin, this Ninja cannot receive any Damage while it is Battling against 1 or more Ninjas with an Entrance cost of 2 or less. Kisame Hoshigaki N479 set15 n479 Water 5 1 0 Ninja Akatsuki Rogue Ninja Jonin Male 6/2 3/1 Weapon R <> When this Ninja is sent out to Battle and opposed, the Head Ninja Battling against this Ninja's Team gets -X/+0. X = the value of that Ninja's current status Support value. Ninja Dog Squad (All Gathered N512 set15 n512 Lightning 3 0 1 Ninja Leaf Animal Ninja Dog Mental Power: 3 Name: Bull Name: Pakkun Name: Bisuke Name: Makino Name: Uhei Name: Guruko Name: Urushi Name: Shibe 3/3 3/3 Fang C Sasuke Uchiha N547 set15 n547 Fire 0 0 1 Ninja Leaf Genin Male Sharingan Eye Growth 4/1 2/1 Taijutsu C Jiraiya N555 set15 n555 Lightning 5 1 1 Ninja Leaf Sannin Male 7/3 7/3 Oil C <> Valid: This Ninja cannot be included in a Team with a Ninja with 2 or less Entrance cost. Rock Lee N571 set15 n571 Lightning 0 0 0 Ninja Leaf Genin Male Growth 3/1 1/1 Taijutsu U <> Valid: During the Mission Phase, you can flip a Ninja Blade coin; If it's heads, double the original Combat value (both healthy and injured status) of this Ninja during the turn. If it's tails, the original Combat value (both healthy and i Naruto Uzumaki N575 set15 n575 Lightning 3 0 0 Ninja Leaf Male Genin Clone Status Growth 3/1 6/1 Oil C <> Valid: During the turn 1 or more other Ninjas are put in play, this Ninja gets +1/+0. Kabuto Yakushi N615 set15 n615 Water 1 0 0 Ninja Leaf Genin MaleMedical Mental Power: 2 0/2 0/0 Medicine R <> When this Ninja is put play, you can search for 1 Mission card with a 'Water' Symbol in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Dosu Kinuta N617 set15 n617 Water 1 0 0 Ninja Sound Genin Male Ambush 2/1 1/1 Sound C <> When this Ninja is put in play, you can put two -1/-1 on 1 of your opponent's Ninjas with an Entrance cost of 0. Zaku N618 set15 n618 Water 0 0 0 Ninja Sound Genin Male Ambush 2/1 0/1 Sound C <> During the Exchange of Jutsu, you can discard 1 of your Chakras with a 'Water' Symbol. In that case, make 1 of your opponent's Ninjas with an Entrance cost of 2 or less Battling against this Ninja's Team a Stand-By Ninja. Kin Tsuchi N619 set15 n619 Water 0 0 1 Ninja Sound Genin Female Ambush Mental Power: 1 0/2 0/0 Sound C <> Your 'Dosu Kinuta' and/or 'Zaku' Ninja cards in this Ninja's Team gets +1/+1 and cannot be affected by the effects of your opponent's Ninjas. Anko Mitarashi N622 set15 n622 Water 0 0 0 Ninja Leaf Genin Female Mental Power:1 3/1 1/1 Weapon C <> Valid: When this Ninja is discarded due to Showdown, you can search for 1 'Orochimaru' Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Raiga Kurosuki N625 set15 n625 Water 5 1 0 Ninja Mist Rogue Ninja Jonin Male Kurosuki Family Ambush 6/1 5/1 Thunderbolt/Weapon R <> Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, reveal the top 5 cards of your opponent's Deck and remove from game all the Ninja cards among them. Then, return the rest and your opponent shuffles th Shion (Awakened) N645 set15 n645 Lightning 1 0 1 Ninja Ogre Priestess Female Mental Power: 2 Name: Shion 0/2 0/0 Seal ST <> During your Mission Phase, you can remove this in-play Ninja from game. In that case, your opponent gets 3 Battle Rewards. In that case, select 1 of your opponent's Ninjas with an Entrance cost of 4 or less and remove it from game. Kusuna N646 set15 n646 Lightning/Wind 3 0 1 Ninja Ogre Quartet Male Dark Medical Mental Power: 2 Surge 4/3 1/1 Medicine R <> When this Ninja is put in play, heal all of your other Ninjas with <> effect and place 1 Growth coin on each of them. At the end of the turn, if 1 or more of your Ninjas with <> effect used 1 or more Jutsu cards w Shizuku N647 set15 n647 Fire/Lightning 2 0 0 Ninja Ogre Quartet Male Mental Power: 1 Surge 3/2 0/2 Ninjutsu U <> Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, your Ninjas with <> effect get +1/+1 during the turn. Setsuna N648 set15 n648 Lightning/Water 2 0 0 Ninja Ogre Quartet Male Mental Power: 1 Surge 0/3 0/1 Ninjutsu U <> Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, your Ninjas with <> effect get +1/+1 during the turn. Gitai N649 set15 n649 Earth/Lightning 1 0 0 Ninja Ogre Quartet Male Surge 4/1 0/0 Taijutsu C <> Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, your Ninjas with <> effect get +1/+1 during the turn. The Nine-Tailed Fox Spirit N650 set15 n650 Lightning 7 1 0 Ninja Fox Spirit Animal 9/9 9/9 Fang R <> When this Ninja is deployed, put 2 Ninja Blade coins symbolizing 'Evil Chakra coins' on this Ninja. This effect can only be negated by <> During the Exchange of Jutsu, you can exchange all the cards in your hand with the same number of cards from the top of your Deck. Shikamaru Nara Nus015 tourny1 nus015 Earth 1 0 Ninja Leaf Genin Male Mental Power: 4 GROWTH 0/2 0/0 Shadow R <> While you have 5 or more cards in your hand, this Ninja's Team and the Team Battling against it perform a Mental Power Battle. While you have 4 or less cards in your hand, this Ninja's Team and the Team Battling against it cannot perform a Jiraiya Nus027 tourny1 nus027 Lightning 6 1 Ninja Leaf Sannin Male 7/2 6/2 Oil R <