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Sabtu, 29 Oktober 2011

kartu 21

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Inari

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Client C-001 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

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Client C-002 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

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Client C-003 Effect: If you win 3 or more Battle Rewards in a turn, discard 1 of your opponent's Battle Rewards.
Madam Shijimi

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Client C-004 Effect: If you win 3 or more Battle Rewards in a turn, draw 1 card.
Zori

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Client C-005 Effect: If you win 3 or more Battle Rewards in a turn, give 1 Damage to 1 of your opponent's Ninjas.
Waraji

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Client C-006 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

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Jutsu J-043 Target: 1 Ninja Battling against the user

Effect: The target cannot add additional Power during this turn.
Windmill

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Jutsu J-044 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

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Jutsu J-045 Target: 1 of your Stand-By Ninjas

Effect: Place the target as a Back Ninja in the user's Team. However, the number of Ninjas in the Team must be 2 when the target is placed.
Genjutsu

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Jutsu J-046 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

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Jutsu J-047 Requirements: "Proctor"

Target: All Teams with 0 or less Team Mental Power

Effect: The target's Ninjas become Stand-By Ninjas.
Sharingan Eye

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Jutsu J-048 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

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Jutsu J-049 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

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Jutsu J-050 Target: User

Effect: The target gets "Mental Power" +2 during this turn.
Senbon

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Jutsu J-051 Target: 1 Ninja

Effect: The target gets +1/+1 during this turn. OR, heal the target.
Slicing Sound Wave

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Jutsu J-052 Requiements: "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

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Jutsu J-053 Requirements: "Sound" Combat Attribute

Target: 1 Ninja Battling against the user

Effect: The target gets -3/-3 during this turn.
Wind Scythe Jutsu

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Jutsu J-054 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

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Jutsu J-055 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

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Jutsu J-056 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

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Jutsu J-057 Requirements: "Sand" Combat Attribute

Target: User

Effect: The target cannot receive any Damage during this turn.
Stone Bullet

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Jutsu J-058 Target: 1 healthy Ninja

Effect: Apply the target's injured status Combat value during this turn.
Makibishi Spikes

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Jutsu J-059 Target: Every Ninja Battling against the user

Effect: The target gets +0/-1 during this turn.
Cheating

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Jutsu J-060 Requirements: 1 Ninja with "Mental Power" of 1 or more

Target: User's Team and the Team Battling against the user

Effect: The targets perform a Mental Power Battle during this turn.
Shadow Clone Jutsu

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Jutsu J-061 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 this turn.
Curse Sealing

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Jutsu J-062 Requirements: "Jonin" or higher Rank

Target: 1 of your opponent's Ninjas

Effect: The target's effect is negated during this turn.
Sharingan Eye

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Jutsu J-063 Requirements: "Sharingan Eye"

Target: 1 Ninja Battling against the user

Effect: The user gets the same effect as the target during this turn.
Giant Shuriken

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Jutsu J-064 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

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Jutsu J-065 Target: Every Team

Effect: The target skips the Showdown this turn.
Disguise Jutsu

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Jutsu J-066 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

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Jutsu J-067 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 Exchange of Jutsu.
Chakra Concentration

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Jutsu J-068 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

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Jutsu J-069 Requirements: "Anbu" or "Special Jonin" or higher Rank

Target: Every "Chunin" or lower Rank Ninja in a Team

Effect: The target's Power cannot be added to the Team Power during this turn.
String Control Jutsu

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Jutsu J-070 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 Jut

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Jutsu J-071 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

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Jutsu J-072 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

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Jutsu J-073 Requirements: "Sharingan Eye"

Target: 1 of the Ninjas Battling against the user

Effect: Give 2 Damage to the target. When the target is "Jonin" or higher Rank, give 1 Damage.
Summoning Jutsu

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Jutsu J-074 Requirements: "Jonin" or higher Rank

Effect: Search for 1 "Snake" card of your choice in your Deck and place it as the Head Ninja in the user's Team. Then, shuffle your Deck.
Senbon Rainstorm

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Jutsu J-075 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

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Jutsu J-076 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

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Jutsu J-077 Requirements: "Special Jonin" or higher Rank

Target: User and 1 of the Ninjas Battling against the user

Effect: Discard the target.
Sand Coffin

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Jutsu J-078 Requirements: "Sand" Combat Attribute

Target: 1 of the Ninjas Battling against the user

Effect: Injure the target. OR, the Power of the target becomes 0/0 during this turn.
Wind Style: Great Breakthrough

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Jutsu J-079 Requirements: "Jonin" or higher Rank

Target: Every Ninja

Effect: Move the target back to its original owner's hand.
Endless Path Jutsu

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Jutsu J-080 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

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Jutsu J-081 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 Damage by 1 by removing the coin.
Face Stealing Jutsu

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Jutsu J-082 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

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Jutsu J-083 Requirements: "Ino Yamanaka", "Shikamaru Nara", and "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: Food Combat Attribute" without paying their Jutsu costs during this turn.
Curse Mark Jutsu

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Jutsu J-084 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

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Mission M-043 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

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Mission M-044 Target: 1 Client

Effect: Discard the target.
Broken Seal

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Mission M-045 Permanent

Effect: You can discard 3 cards in your Chakra area at the beginning of your turn. Then, draw 1 card.
Preliminary Examination

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Mission M-046 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!

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Mission M-047 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

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Mission M-048 Permanent

Effect: All Teams of only 1 "Chunin" or lower Rank Ninja cannot win any Battle Rewards.
Surprise Attack

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Mission M-049 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"

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Mission M-050 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

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Mission M-051 Permanent (3)

Effect: Draw 1 card every time your opponent deploys a Ninja. This effect cannot be duplicated.
The End of the Demon

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Mission M-052 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

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Mission M-053 All Teams perform a Mental Power Battle during this turn.
Cheating Prevention

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Mission M-054 Effect: Teams with 2 or less Team Mental Power cannot be sent out to Battle during this turn.
Sharp Words

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Mission M-055 Permanent (3)

Effect: The Attacker may only send out X Teams. X = the number of Ninja Blade coins on this card.
Pass Permit

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Mission M-056 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

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Mission M-057 Effect: Select 1 symbol. Jutsu cards with the selected symbol cannot be used during this turn.
Broken Heart

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Mission M-058 Target: Both players' in-play "Permanent" Mission cards

Effect: Send the target to their orignal owner's Chakra area.
First Chunin Exam

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Mission M-059 Permanent (2)

Effect: All Teams perform a Mental Power Battle.
Dreadful Scars

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Mission M-060 Permanent (2)

Effect: All Ninjas are deployed in injured status.
Konohamaru Ninja Squad Appears!

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Mission M-061 Permanent

Effect: All "Ninja Academy Students" get +0/+1.
No Lunch

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Mission M-062 Permanent (1)

Effect: Neither player can draw 1 card during their Start Phase.
All Nine Rookies Face Off

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Mission M-063 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

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Mission M-064 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

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Mission M-065 Target: 1 Ninja in your Discard Pile

Effect: Send the target to your Chakra area.
Weeding

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Mission M-066 Effect: Each player sends 1 or 2 cards (their choice) from the top of their Deck to their original owner's Chakra areas.
Heaven Scroll

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Mission M-067 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

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Mission M-068 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

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Mission M-069 Permanent

Effect: You may discard 2 cards in your Chakra area with 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 A

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Mission M-070 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

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Mission M-071 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!

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Mission M-072 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

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Mission M-073 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

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Mission M-074 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

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Mission M-075 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

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Mission M-076 Counter

Target: Every Ninja

Effect: The target cannot be sent out to Battle during this turn.
Ninja Poem Titled "Ninja Oppor

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Mission M-077 Counter

Effect: Your opponent cannot include Ninjas with different symbols in the same Team during this turn.
Lucky!

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Mission M-078 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

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Mission M-079 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

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Mission M-080 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

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Mission M-081 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

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Mission M-082 Permanent (1)

Effect: No Ninjas can be sent out to Battle.
Promise from the Past

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Mission M-083 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 opponent and place it in your hand. Then, return the rest to your Deck and shuffle it.
Starving

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Mission M-084 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

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Ninja N-044 [Beginning of the Chunin Exam]

When this Ninja is put in play, both players must send in-play Ninjas to the Discard Pile until each player's total number of "Genin" and no Rank Ninjas is 3 or less.
Kabuto Yakushi

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Ninja N-045 [Information Collection]

When this Ninja is put in play, look at the top card of your Deck and return it to the top or bottom of the Deck.
Naruto Uzumaki

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Ninja N-046 [Misplaced Anger]

Valid: When 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

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Ninja N-047 [No. 1 Rookie]

If the Blocker has 2 or more Teams, the Blocker must block this Ninja's Team, if possible.
Sakura Haruno

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Ninja N-048
Izumo Kozuki

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Ninja N-049
Kotetsu Hagane

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Ninja N-050
Tonbo Tobitake

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Ninja N-051
Ibiki Morino

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Ninja N-052 [First Proctor]

When 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

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Ninja N-053 [Master?]

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

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Ninja N-054 [Puppet]

Valid: This Ninja cannot be sent out in a Team without a Ninja with a "Manipulation" Combat Attribute.
Dosu Kinuta

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Ninja N-055 [Sonic Impact]

When this Ninja is the Head Ninja, your opponent's Head Ninja Battling against this Ninja receives 1 Damage after the Showdown.
Zaku Abumi

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Ninja N-056 [Wind Pressure]

When your opponent's Ninja with a "Weapon" Combat Attribute is Battling against this Ninja, it gets
-1/-1 during this turn.
Kin Tsuchi

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Ninja N-057
Gaara of the Desert

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Ninja N-058 [Auto Guard]

Valid: If this Ninja receives Damage, reduce the Damage by 1. Then, discard one of your in-play Ninjas (except this Ninja).
Kankuro

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Ninja N-059 [Puppet Master]

Valid: 1 "Puppet" in this Ninja's Team is not counted towards the 3 Ninjas per Team limit.
Temari

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Ninja N-060 [Violent Temper]

If 1 of your opponent's Ninjas is injured by the Attack of this Ninja's Team, your opponent must select 1 of the cards in their hand and discard it.
Naruto Uzumaki

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Ninja N-061 [Strength in a Crisis]

Valid: If this Ninja is blocked when it Attacks, it gets +2/+0 during this turn.
Sasuke Uchiha

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Ninja N-062 [Analysis of Competence]

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

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Ninja N-063 [Reward]

When this Ninja is put in play, heal 1 of your injured Ninjas.
Kakashi Hatake

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Ninja N-064 [Early Settlement]

Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, it gets 1 Battle Reward. When it is Defeated or Complete Defeated, your opponent gets 1 Battle Reward.
Moegi

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Ninja N-065 [Class Paper]

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

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Ninja N-066 [Feature Article]

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

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Ninja N-067 [Fragment of Power]

This Ninja can be treated as Chakra with 2 "Lightning" symbols when placed in your Chakra area.
Sasuke Uchiha

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Ninja N-068 [Power of Curse Mark]

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

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Ninja N-069 [Determination]

You can injure this Ninja during the Exchange of Jutsu to give it +2/+2 during this turn.
Ino Yamanaka

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Ninja N-070 [Formation!]

Valid: This Ninja gets +1/+1 when "Shikamaru Nara" and "Choji Akimichi" are in this Ninja's Team.
Shikamaru Nara

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Ninja N-071 [Combination]

Valid: This Ninja gets +0/+2 when "Ino Yamanaka" and "Choji Akimichi" are in this Ninja's Team.
Choji Akimichi

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Ninja N-072 Shikamaru Nara
Iwashi Tatami

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Ninja N-073 [Report]

Every time your opponent gets a Battle Reward, you can see the Battle Reward before it is placed in their Battle Reward area.
Mozuku

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Ninja N-074 [Discovery]

When this Ninja is put in play, move 1 of your cards in your Discard Pile to your Chakra area.
Giant Snake

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Ninja N-075 Shikamaru Nara
Shigure

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Ninja N-076
Baiu

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Ninja N-077
Midare

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Ninja N-078
Oboro

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Ninja N-079 [Triune Shadow]

When this Ninja is the Head Ninja, the Back Ninjas of its Team cannot receive any Damage in the Showdown.
Kagari

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Ninja N-080 [Endless Genjutsu]

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

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Ninja N-081 [Endless Genjutsu]

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

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Ninja N-082 [Faceless Expert]

Valid: This Ninja can be put in play even if there is a Ninja with the same name in your Village.
Anko Mitarashi

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Ninja N-083 [Forbidden Jutsu]

When this Ninja becomes the user of a Jutsu card, "Water" symbols of the Jutsu cost can be paid by "Lightning" symbols instead.
Orochimaru

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Ninja N-084 [Reconnaissance]

Valid: Move this Ninja to the bottom of your Deck at the beginning of your turn. This effect cannot be negated.


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