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Minggu, 16 Oktober 2011

kartu naruto 10

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Art of Ink Mist

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Jutsu J-496 Requirements: "Brush" Combat Attribute Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Remove all the cards in your Discard Pile from game. Then, remove the same number of cards from the top of your Deck from game.
Ninja Art: Super Beast Scroll

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Jutsu J-497 Requirements: "Brush" Combat Attribute Effect: Reveal the top 4 cards of your Deck. If there are 1 or more Jutsu cards among them, place 1 of them in your hand, return the rest and shuffle your Deck. In that case, during this turn, the user can use that Jutsu card without paying its cost and ignoring its requirements.
Fire Style: Phoenix Flower Jutsu

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Jutsu J-498 Requirements: "Jonin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Give 1 Damage to each Ninja in the user's Team including the user.
Self-Destruct Doppelganger

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Jutsu J-499 Requirements: "Deidara" Target: Every one of your opponent's Ninjas with a printed Entrance cost of 4 or less Effect: During this turn, if the user is discarded due to the Showdown, discard the target.
Water Style: Water Shark Bomb Ju

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Jutsu J-500 Requirements: "Jonin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Remove the user from game.
Detonating Kunai

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Jutsu J-501 Requirements: "Weapon" Combat Attribute or "Chunin" or higher Rank 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 Exchange of Jutsu.
Sealing Jutsu: Breaking the Lio

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Jutsu J-502 Requirements: "Manipulation" Combat Attribute "An Entrance cost of 4 or more" Target: 1 Ninja battling against the user Effect: Remove the target from game. Additionally, look through your opponent's Deck, and remove all the Ninja cards with the same name as the target's from game. In that case, your opponent shuffles their Deck.
Flamethrower

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Jutsu J-503 Requirements: "Sasori" Target: Every one of your opponent's Ninjas with a printed Entrance cost of 4 or less Effect: Give 1 Damage to the target.
Secret White Move: Chikamatsu?s

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Jutsu J-504 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, return them and shuffle your Deck.
Partial Expansion Jutsu

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Jutsu J-505 Requirements: "Chunin" or higher Rank "Food" Combat Attribute or "Secret Pills" 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

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Jutsu J-506 Requirements: "Shadow" Combat Attribute "Chunin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Discard the user.
Reanimation Ninjutsu

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Jutsu J-507 Requirements: "Medicine" Combat Attribute "Printed Entrance cost of 4 or more" Effect: Remove the user from game. In that case, put in play 1 Ninja card from your Discard Pile and place it in the same position as the user was.
Secret Red Move: Performance of

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Jutsu J-508 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

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Jutsu J-509 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

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Jutsu J-510 Requirements: "Sharingan Eye" Effect: Draw 2 cards. Then, remove 2 cards from your hand from game.
Sense of Fear

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Jutsu J-511 Requirements: "Sharingan Eye" "Jonin" or higher Rank Target: Every Ninja Battling against the user with lower Entrance cost than that of the user's Effect: Change the target to injured status and it becomes a Stand-By Ninja. The target cannot be sent out to Battle during the next turn.
Assimilation

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Jutsu J-512 Requirements: "Tree" Combat Attribute Target: User Effect: During this turn and the 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

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Jutsu J-513 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 Ra

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Jutsu J-514 Requirements: "Brush" Combat Attribute Effect: Reveal the top 5 cards of your opponent's Deck, remove 1 of them from game, return the rest and your opponent shuffles their Deck. Then, look at all the cards in your opponent's hand. If there are 1 or more cards with the same name, remove those cards from game.
Wood Style Transformation

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Jutsu J-515 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 Jut

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Jutsu J-516 Requirements: "Snake" Combat Attribute Target: (1) Your opponent's Team Battling against this Ninja's Team (2) 1 of your opponent's Team in their Village Effect: Switch positions of target (1) and (2). Then, your opponent designates a Head Ninja in Target (2).
Formation!

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Jutsu J-517 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 and discard it. 3 ) Remove 1 Ninja Battling against the user from game.
Revealing the True Face

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Jutsu J-518 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 Fa

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Jutsu J-519 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 the target from game. Then, return them and shuffle your Deck.
Ultimate Art

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Jutsu J-520 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 your Deck. 2) Remove X number of Jutsu cards with "Detonating Clay" in their names from your Discard Pile from game. In that case, give X Damage to 1 Ninja Battling against the user.
Ten Thousand Snakes Wave

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Jutsu J-521 Requirements: "Snake" Combat Attribute Target: Every one of your opponent's Ninjas with an Entrance cost of 3 or less Effect: Move them to their owner's Chakra area.
Wood Style Jutsu: Wooden Lock Wa

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Jutsu J-522 Requirements: "Tree" Combat Attribute Target: Every one 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

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Jutsu J-523 Requirements: "Tree" Combat Attribute Target: User Effect: Double the current Power and Mental Power of the user during this turn.
Summoning Jutsu: Triple Rashomon

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Jutsu J-524 Requirements: "Satoosa" or "Sannin" or higher Rank Target: 1Jutsu card being used Effect: Negate and remove the target from game. Additionally, look through your opponent's Deck and hand, and remove all the Jutsu cards with the same name as the target's from game. In that case, your opponent shuffles their Deck.
Chakra Cannon

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Jutsu J-525 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 Damage of this Jutsu card are removed from game instead.
Thunder Funeral: Feast of Lightn

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Jutsu J-526 Requirements: "Thunderbolt" Combat Attribute Target: 1 Ninja Battling against the user Effect: Remove the target from game. Then, discard X number of your opponent's Chakras. X = the target's printed Entrance cost.
Unique Skill

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Jutsu J-527 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

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Jutsu J-528 Requirements: "Weapon" Combat Attribute or "Chunin" or higher Rank 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 target.
Sonic Attack

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Jutsu J-529 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

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Jutsu J-530 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

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Jutsu J-531 Requirements: "Sound" Ninja Target: 1 Jutsu card being used Effect: Negate the target and move it to its owner's hand. Then, discard up to X number of your opponent's Chakras. X = the user's Entrance cost.
Twining Limbs

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Jutsu J-532 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

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Jutsu J-533 Requirements: "Kimimaro" Target: 1 Ninja Effect: Discard 1 Mission card from your hand or your Village. In that case, give 1 Damage to the target.
Bone Guard

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Jutsu J-534 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

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Jutsu J-535 Target: User Effect: Heal the user. Then place a Growth coin on it.
Wood Style Jutsu: Four Pillars

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Jutsu J-536 Requirements: "Tree" Combat Attribute Target: Every one of your opponent's Ninjas on the Battlefield Effect: The target becomes a Stand-By Ninja.
Visual Jutsu

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Jutsu J-537 Requirements: "Sharingan Eye" Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: The Power of the user becomes 0/0 during this turn and the Mental Power of the user becomes 0 during this turn.
Giant Rasengan

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Jutsu J-538 Requirements: "Naruto Uzumaki" "Printed Entrance cost of 3 or more" Target: X number of Ninjas Battling against the user Effect: Remove the target from game.
Crow Clone Jutsu

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Jutsu J-539 Requirements: "Genjutsu" Combat Attribute "Jonin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Remove the top 3 cards of your Deck from game for each Ninja in the user's Team.
Long Sword Shark Skin

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Jutsu J-540 Requirements: "Kisame Hoshigaki" Target: 1 Ninja Battling against the user Effect: Remove the target from game. In that case, remove up to 3 of your opponent's Chakras from game.
Rules for Medical Ninjas

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Mission M-455 Permanent Effect: During your Mission Phase, you can 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. 3 ) Draw 1 card. 4 ) Randomly select 1 of the cards in your opponent's Battle Reward area and move it to your hand.
Search Party

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Mission M-456 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 game card to your hand.
Piggyback

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Mission M-457 Permanent Effect: Injured status Ninjas can only be sent out to Battle with 1 or more healthy status Ninjas.
Filling Up the Open Spot

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Mission M-458 Permanent Effect: When this Mission card's effect is applied, if you paid the Hand cost of this card with an "Akatsuki" Ninja card, draw 2 cards. Your "Akatsuki" Ninjas cannot be affected by the effects of your opponent's Mission cards.
100% Hot-Blooded

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Mission M-459 Permanent Effect: Each time a Ninja with a "Taijutsu" Combat Attribute is put in play, put a Growth coin on it. Your Ninjas with a "Taijutsu" Combat Attribute cannot be affected by the effects of your opponent's Ninjas.
Fellowship

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Mission M-460 Permanent Target: Every one 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 and X Mental Power during the turn.
Tears for a Friend

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Mission M-461 Permanent (3) Effect: At the end of the turn, if 1 or more of your Ninjas were discarded due to the Showdown, your opponent must discard 1 card from their hand.
Constricting Bind

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Mission M-462 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

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Mission M-463 Permanent Effect: When this Mission card's effect is applied, if you have only "Female" Ninjas in play, draw 2 cards. Your "Female" Ninjas cannot be affected by the effects of your opponent's "Male" Ninjas.
Control by Fear

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Mission M-464 Counter Permanent Effect: When this Mission card's effect is applied, draw 1 card. Players cannot move any cards from their Discard Pile to their hand or their Deck.
Transmitter

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Mission M-465 Permanent (2) Effect: When this Mission card's effect is applied, search for 1 card in your Deck and remove it from game. Then, shuffle your Deck. When this Mission card is removed from play, move that removed from card to your hand.
Lunchbox

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Mission M-466 Permanent (2) Effect: When this Mission card's effect is applied, draw 1 card. Your Ninjas get 1/ 1.
Shake Hands

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Mission M-467 Permanent Effect: When this Mission card's effect is applied, remove all the cards in each player's Discard Pile from game. Then, draw 1 card. Each time a card is discarded to the Discard Pile, it is removed from game instead.
Meaning of Comrade

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Mission M-468 Permanent Effect: Teams with only 1 Ninja cannot be sent out to Battle.
Tenchi Bridge

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Mission M-469 Permanent (3) Effect: Teams with 3 or more Ninjas cannot be sent out to Attack.
Releasing the Sealed Power

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Mission M-470 Target: 1 Ninja Effect: Remove X number of cards from the top of your Deck from game. In that case, move the target to the bottom of its owner's Deck. X = the target's Entrance cost 3.
Compressed Chakra

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Mission M-471 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

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Mission M-472 Effect: Move up to 2 Ninja cards with "Ambush" from your Discard Pile to your hand.
The best pair

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Mission M-473 Permanent Effect: Your Teams with only 2 Ninjas get 2 Team Power and 2 Mental Power during the Showdown.
Hiding

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Mission M-474 Effect: Draw 1 card. Additionally, effect texts of all in-play cards that do not have a "Water" Symbol are negated during this turn and the next turn.
Check

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Mission M-475 Counter Effect: Your opponent draws 1 card. Your opponent cannot move their Turn Marker this turn.
Fateful Encounter

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Mission M-476 Permanent Effect: When this Mission card's effect is applied, draw 1 card. When any of your in-play Ninjas receive any Damage by the effects of your opponent's Ninjas, you can put in play 1 Ninja card from your hand.
Super Bushy-Brow

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Mission M-477 Permanent Effect: During your Mission Phase, if you have both "Might Guy" and "Rock Lee" in play, you can remove 1 of your opponent's injured status Ninjas from game. In that case, draw 1 card.
Ninja Info Card

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Mission M-478 Permanent (2) Effect: During your Mission Phase, you can 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

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Mission M-479 Permanent Effect: Ninjas with 0 or less Mental Power (including Ninjas with no Mental Power) cannot be sent out to Battle. However, during your opponent's Mission Phase, your opponent can discard 2 of the cards in their hand to discard this Mission card.
Captivity

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Mission M-480 Target: (1) 1 of your Ninjas (2) 1 of your opponent's Ninjas with the same Entrance cost as target (1)'s Effect: Move both target (1) and (2) to their owner's Chakra area.
Precious Student

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Mission M-481 Permanent Effect: When this Mission card's effect is applied, draw 1 card. When any of your in-play Ninjas receive any Damage by the effects of your opponent's Ninjas, you can put in play 1 Ninja card from your hand.
The Ones Who Have the Same Eyes

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Mission M-482 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

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Mission M-483 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

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Mission M-484 Permanent Target: 1 of your Ninjas Effect: Attach this card to the target and select 1 Ninja card in your opponent's Discard Pile. While the selected Ninja card remains in their 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 Chakras. If you cannot, discard this Mission card.
Medical Ninja

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Mission M-485 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

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Mission M-486 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 name among them, remove those cards from game. Then, search your opponent's Deck, and remove all the cards with the same name from game.
A New Squad

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Mission M-487 Permanent Effect: Each time you put in play a "Squad" Ninja card or "Platoon" Ninja card, draw 2 cards.
Surprise Training

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Mission M-488 Counter Effect: If your opponent deployed a Ninja this turn, you can deploy 1 Ninja with an Entrance cost equal to or less than that of Ninja that your opponent deployed this turn.
Invitation to the Darkness

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Mission M-489 Target: 1 of your opponent's ?Genin" Ninjas Effect: Move the target to the bottom of its owner's Deck.
Picture Book

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Mission M-490 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 the end of this turn, discard this Mission card.
Discord

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Mission M-491 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

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Mission M-492 Permanent (3) Effect: When this Mission card's effect is applied, select even or odd number. Ninjas with the 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 to Battle.)
Commemorative Photo

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Mission M-493 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

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Mission M-494 Effect: If you paid the Hand cost of this card with a "Respective Dreams" Mission card, you win 1 Battle Reward and randomly select up to 2 cards in your opponent's hand and discard them(it).
Respective Dreams

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Mission M-495 Effect: If you paid the Hand cost of this card with a "Pledge under a Starry Sky" Mission card, move 2 cards from your opponent's Battle Reward area to your hand and randomly select up to 2 cards in your opponent's hand and discard them(it).
Underground Organization

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Mission M-496 Permanent Effect: Each time you send out 1 or more "Anbu" and/or "The Foundation" Ninjas to Battle, remove the top 2 cards of your opponent's Deck from game.
Advisors

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Mission M-497 Effect: Search for up to 1 copy of each "Homura Mitomon" and "Koharu Utatane" Ninja card in your Deck, show them(it) to your opponent and place them(it) in your hand. Then, shuffle your Deck. While this Mission card is in your Chakra area, your "Homura Mitomon" and "Koharu Utatane" Ninjas get 3/ 3.
Prelude to an End

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Mission M-498 Effect: Select 1 of the following and apply it: 1) Move all "The End of the Demon" Mission cards in your Discard Pile and/or your Chakra area to your hand. 2) Search for up to 3 copies of "The End of the Demon" Mission cards in your Deck, show them(it) to your opponent and place them(it) in your hand. Then, shuffle your Deck.
Intellectual Strategy

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Mission M-499 Permanent (3) Effect: All Teams perform a Mental Power Battle.
Kakashi Hatake & Might Guy

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Ninja N-590 PIGGYBACK 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 Mod

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Ninja N-591 TAILED BEAST FORM Valid: During your Mission Phase, if this Ninja is in injured status, you can give 1 Damage to 1 injured status Ninja. Valid: This Ninja cannot be affected by your opponent's effects. Valid: This Ninja must be sent out to Battle, if possible.
Naruto Uzumaki

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Ninja N-592 INVITE Valid: During your opponent's Mission Phase, you can move 1 of your Ninjas from another of your Teams into this Ninjas Team.
Sakura Haruno

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Ninja N-593 NEW MEMBER Your other Ninjas get 1/ 1 and 1 Mental Power during the turn they are put in play.
Sai

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Ninja N-594 ENVOY FROM THE FOUNDATION When this Ninja is put in play, remove all the cards in each player's Discard Pile and each in-play Clients from game. Valid: Players cannot discard any cards from their Deck due to their own effects.
Ino Yamanaka

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Ninja N-595 PRESSING When this Ninja is put in play, you can reveal the top 2 cards of your Deck. If there are 1 or more Ninja cards among them, place 1 of them in your hand, return the rest and shuffle your Deck. If not, return them to the top or bottom of your Deck.
Shikamaru Nara

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Ninja N-596 I GOT YOUR BACK While this Ninja is Battling as an Attacker, the effect texts of Ninjas Battling against this Ninja are negated.
Choji Akimichi

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Ninja N-597 RELIABLE COMRADE During your Mission Phase if your opponent has 4 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 affected by your opponent's effects during this turn.
Yamato

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Ninja N-598 GENE OF DESTINY Valid: While your opponent has 1 or more Ninjas with the OVERFLOWING CHAKRA or TAILED BEAST FORM effect in play, they cannot win or get any Battle Rewards. Valid: This Ninja can become the user of Jutsu cards with "Requirements: The First Hokage".
Shizune

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Ninja N-599 GOOD NEWS Valid: Your Ninjas cannot receive any Damage or be changed to injured status due to your opponent's Ninja's effects.
Danzo

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Ninja N-600 HARD-LINER 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

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Ninja N-601 SHOWDOWN Valid: When this Ninja is injured due to the Showdown, you can search for up to 3 copies of "Secret White Move: Chikamatsu?s Ten Puppets" Jutsu cards in your Deck, show them(it) to your opponent, and place them(it) in your hand. Then, shuffle your Deck.
Matsuri

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Ninja N-602 FOLLOWER Your other "Sand" Ninjas get 0/ 1.
Mikoshi

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Ninja N-603 FOLLOWER Your other "Sand" Ninjas get 1/ 0.
Tobi

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Ninja N-604 THE MAN OF MYSTERY Valid: When this in-play Ninja is removed from play, move this card to your hand instead.
Sasori (Possesion Mode)

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Ninja N-605 COLD-BLOODED When this Ninja is put in play, place a Ninja Blade coin symbolizing -2/-2 on every Ninja in 1 of your opponent's Teams. This Ninja can only be put in play by removing from game 1 "Sasori" Ninja card with an Entrance cost of 5 from your Discard Pile or your Village. (Entrance cost must be met.)
Kabuto Yakushi

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Ninja N-606 PROMINENT MEDICAL SKILL During your Mission Phase, you can discard 2 of your Chakras with a "Water" Symbol. In that case, put in play 1 "Chunin" Ninja card with a "Water" Symbol from your Discard Pile.
Orochimaru

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Ninja N-607 DREAM VESSEL During your Mission Phase, you can remove 1 "Sasuke Uchiha" Ninja (card) from your Village or your hand from game. 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

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Ninja N-608 BAD TERMS This Ninja's Team cannot be blocked by a Team that includes 2 or more Ninjas with different Symbols. (If a Ninja card has 2 or more symbols, that player selects 1 of them.)
Anbu (The Foundation)

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Ninja N-609 THE WILL OF THE FOUNDATION When this Ninja is put in play, remove all the cards in each player's Discard Pile from game . Valid: Each time a card is discarded to the Discard Pile, it is removed from game instead.
Homura Mitomon

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Ninja N-610 SURVEILLANCE When this Ninja is put in play, you can put in play "Koharu Utatane" Ninja card from your hand or your Discard Pile. Valid: At the end of your turn, if your opponent has 1 or more Ninjas with the OVERFLOWING CHAKRA or TAILED BEAST FORM effect in play, you can remove up to 6 cards from the top of their Deck from game.
Koharu Utatane

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Ninja N-611 SURVEILLANCE When this Ninja is put in play, you can put in play "Homura Mitomon" Ninja card from your hand or your Discard Pile. Valid: At the end of your turn, if your opponent have 1 or more Ninjas with the OVERFLOWING CHAKRA or TAILED BEAST FORM effect in play, you can remove up to 6 cards from the top of their Deck from game.
The First Hokage

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Ninja N-612 MATCHLESS HERO Valid: During the Exchange of Jutsu, you can discard 2 of your Chakras with an "Earth" Symbol. In that case, negate and remove 1 Jutsu being used from game.
The Second Hokage

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Ninja N-613 MATCHLESS HERO Valid: During the Exchange of Jutsu, you can discard 2 of your Chakras with a "Water" Symbol. In that case, negate and remove 1 Jutsu being used from game.
Haku (Childhood)

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Ninja N-614 STRONG BOND Valid: When this Ninja is discarded due to the 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. Valid: Every "Haku" Ninja card in your hand gets "Growth".
Kabuto Yakushi

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Ninja N-615 DATABASE When this Ninja is put in 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

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Ninja N-616 TEAM WORK 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. Then, shuffle your Deck. Valid: This Ninja can become the user of Jutsu cards with "Requirements: The First Hokage".
Dosu Kinuta

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Ninja N-617 SONIC IMPACT When this Ninja is put in play, you can put two Ninja Blade coins symbolizing -1/-1 on 1 of your opponent's Ninjas with an Entrance cost of 0.
Zaku Abumi

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Ninja N-618 SONIC IMPACT During the Exchange of Jutsu, you can discard 1 of your Chakras with a "Water" Symbol. In that case, negate the effect texts of 1 Ninja Battling against this Ninja during this turn.
Kin Tsuchi

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Ninja N-619 THE REAR GUARD Valid: Your "Dosu Kinuta" and/or "Zaku" in this Ninja's Team get 1/ 1 and cannot be affected by the effects of your opponent's Ninjas.
Kimimaro (Childhood)

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Ninja N-620 THE LAST WARRIOR OF THE CLAN During the Showdown, in the calculation of the Team Power, every Ninja with an Entrance cost of 4 or less Battling against this Ninja's Team use only the printed value regardless of any other in-play effects. Valid: Every "Kimimaro" Ninja card in your hand gets "Growth".
Dosu Kinuta, Zaku Abumi & Kin Ts

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Ninja N-621 MYSTERIOUS SQUAD FROM THE SOUND When this Ninja is put in play, remove all the cards in your opponent's Chakra area from game. While this Ninja is the Head Ninja, any Head Ninja that Battled against this Ninja, during the turn, receives 1 Damage after the Showdown.
Anko Mitarashi

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Ninja N-622 PUPIL OF OROCHIMARU Valid: When this Ninja is discarded due to the 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

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Ninja N-623 GLOWING EYES During the Showdown, in the calculation of the Team Power, every Ninja with an Entrance cost of 3 or less Battling against this Ninja's Team use only the printed value regardless of any other in-play effects.
Manda

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Ninja N-624 OFFERINGS At the end of your turn, you must select and remove 1 injured status Ninja from game. If you cannot, remove 2 cards from the top of your Deck from game. Valid: This Ninja cannot be removed from play by the effects of your opponent's Jutsu cards.
Raiga Kurosuki

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Ninja N-625 Seven Swordsmen of the Mist 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 all the Ninja cards among them from game. Then, return the rest and your opponent shuffles their Deck.
The Demon Brothers Gouzu

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Ninja N-626 SAME WAVELENGTH 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

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Ninja N-627 SAME WAVELENGTH 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

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Ninja N-628 KEEPING AN EYE Players cannot put in play Ninjas except by deploying them.
Misumi Tsurugi

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Ninja N-629 UNIQUE TALENT 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

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Ninja N-630 UNIQUE TALENT 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, you can discard up to 2 of their Chakras.
Ino Yamanaka

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Ninja N-631 ENTICEMENT Your opponent's "Male" Ninjas with 2 or less Entrance cost get -2/-0.
Naruto Uzumaki

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Ninja N-632 DANGEROUS CHAKRA Valid: When this Ninja receives any Damage due to the Showdown, remove the top 5 cards of your opponent's Deck from game. This effect cannot be negated.
Rock Lee & Tortoise Ninja

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Ninja N-633 PUPILS OF THE HOT-BLOODED TEACHER 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 Outstanding Victory, draw 1 card. Valid: This Ninja can become the user of Jutsu cards with "Requirements: 'Might Guy'".
Shikamaru Nara

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Ninja N-634 UNWILLINGNESS During the Mission Phase, you can select 1 of your opponent's Ninjas with an Entrance cost of 2 or less. In that case, that selected Ninja and this Ninja cannot be sent out to Battle during the turn.
Choji Akimichi

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Ninja N-635 INFURIATION When this Ninja is sent out to Battle, you can remove 1 Ninja Blade coin of any kind from play.
Shizune & Tonton

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Ninja N-636 AN ASSISTANT AND A PET 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

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Ninja N-637 COPYING THE SKILLS When this Ninja is sent out to Battle, 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 M

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Ninja N-638 INSANITY When this Ninja is put in play, you can remove 1 of your Ninjas with both a "Wind" Symbol and an Entrance cost of 2 or more from game. In that case, draw 2 cards. Valid: This Ninja can becomes the user of Jutsu cards with "Requirements: "Sand" Combat Attribute An Entrance cost of 5 or more".
Sakura Haruno & Sai

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Ninja N-639 STRANGE TEAM WORK During your opponent's Mission Phase, you can select 1 of your opponent's Ninjas. In that case, negate the effect texts of that selected Ninja during this turn and next turn. Addtionally, that selected Ninja must be sent out to Battle this turn, if possible.
Might Guy

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Ninja N-640 DYNAMIC ENTRANCE When this Ninja is put in play, you can remove 1 of your opponent's injured status Ninjas from game. In that case, draw 1 card. Valid: While this Ninja is in the same Team as 1 or more Ninjas with a "Taijutsu" Combat Attribute, this Ninja gets 0/ 5.
Kankuro & Black Ant

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Ninja N-641 NO MERCY During your Mission Phase, you can discard 1 "Puppet" Ninja (card) from your Village or your Chakra area. In that case, place a poison coin on 1 of your opponent's Ninjas. If that Ninja's Entrance cost is 2 or less, discard that Ninja.
Temari

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Ninja N-642 WINDSTORM 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

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Ninja N-643 GENIUS IN GENJUTSU 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

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Ninja N-644 FIERCE MONSTER While your opponent has 1 or less Chakra, this Ninja's Team cannot be blocked. Valid: When this Ninja's Team wins a Victory or Outstanding Victory, you can select and discard 1 of your oponent's Chakras.

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