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Minggu, 16 Oktober 2011

kartu naruto 12

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Sexy Jutsu

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Jutsu J-387 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 PervyNinjutsu

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Jutsu J-388 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

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Jutsu J-389 Requirements: "Chunin" or higher Rank

Target: 1 Ninja Battling against the user

Effect: Your opponent chose 1 of the following and apply it:
1) Change the target to injured status.
2) The target becomes a Stand-By Ninja.
Make-Out Tactics

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Jutsu J-390 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 its Team Power or Team Mental Power, the target's Team wins an Outstanding Victory during the Showdown of this turn instead.
Brain Wash Jutsu

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Jutsu J-391 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, return the target to its original Team in the original position.
Forbidden Word

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Jutsu J-392 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

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Jutsu J-393 Requirements: "Female"

Target: User

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

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Jutsu J-394 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

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Jutsu J-395 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

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Jutsu J-396 Requirements: "Chunin" or higher Rank "Taijutsu"

Target: 1 Jutsu card being used by a Ninja with a printed Entrance cost qual to or lower than the printed Entrance cost of the user

Effect: Negate the target and discard it.
Nunchaku

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Jutsu J-397 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

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Jutsu J-398 Requirements: "Mighty Guy" or "Rock Lee" "Chunin" or higher Rank or higher Rank

Target: User

Effect: The user gets Y/ 0 during this turn. Y = the value of X times 3.
Asakujaku

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Jutsu J-399 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

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Jutsu J-400 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

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Jutsu J-401 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

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Jutsu J-402 Effect: Discard 1 in-play Mission card.
Detonating Clay "Eagle"

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Jutsu J-403 Requirements: "Deidara"

Target: 1 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 hand instead of your Chakra area.
Detonating Clay "Bird"

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Jutsu J-404 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"

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Jutsu J-405 Requirements: "Deidara"

Target: 1 Ninja Battling against the user

Effect: The name of the target is changed to "Spider" during this turn. Additionally, all the target's Characteristics are negated during this turn.
Detonating Clay "Signature Techn

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Jutsu J-406 Requirements: "Deidara"

Target: Every Ninja with 1 or more Bomb coins

Effect: Give 1 Damage to the target for each "Bomb" coin on them.
Cleanup

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Jutsu J-407 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 Sho

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Jutsu J-408 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

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Jutsu J-409 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

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Jutsu J-410 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

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Jutsu J-411 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 to your Chakra area.
Explosive Blade

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Jutsu J-412 Requirements: "Chunin" or higher Rank

Target: 1 Ninja Battling against the user

Effect: Change the target to injured status.
Puppet Master Jutsu

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Jutsu J-413 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

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Jutsu J-414 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

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Jutsu J-415 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

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Jutsu J-416 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

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Jutsu J-417 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

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Jutsu J-418 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 coin cannot be sent out to Battle.
Emission of Chakra

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Jutsu J-419 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 cost is "Lightning 1", you must discard a total of 2 cards with an "Earth" Symbol for X.)
Compound Jutsu

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Jutsu J-420 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

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Jutsu J-421 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

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Jutsu J-422 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

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Jutsu J-423 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

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Jutsu J-424 Requirements: "Sakon" "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

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Jutsu J-425 Requirements: "Tayuya" "State 2"

Target: Every Ninja Battling against the user with 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

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Jutsu J-426 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 "Puppet" Ninjas still remain in play, discard them.
Substitution by Insects

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Jutsu J-427 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 Substitution coin from the target. In that case, negate that Damage. At the end of thisturn, remove all Insect Substitution coins from the target.
Concealed Weapon

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Jutsu J-428 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

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Jutsu J-429 Requirements: "Neji Hyuga" or "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

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Jutsu J-430 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 during this turn.
3) The Target becomes a Stand-By Ninja.
Poison Needles

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Jutsu J-431 Requirements: "Chunin" or higher Rank

Target: 1 injured Ninja

Effect: Discard the target.
Dispatch of Anbu

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Jutsu J-432 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

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Jutsu J-433 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

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Jutsu J-434 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

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Jutsu J-435 Requirements: "The Third Hokage" or "The Fourth Hokage"

Effect: Look through your opponent's Deck, remove from game as many cards as you like among them, and your opponent wins the same amount of Battle Rewards. Then, your opponent shuffles their Deck.
Shadow Clone Jutsu

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Jutsu J-436 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

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Jutsu J-437 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 Toad" Ninja card, you can place it in the user's Team in any position ignoring the Entrance requirements.
Playing Possum Jutsu

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Jutsu J-438 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" Ninja card, you can move the user to your Chakra. In that case, place that "Shukaku" Ninja card in the same Team as user was in any position ignoring the Entrance requirements.
Liquid Bullets

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Jutsu J-439 Requirements: "Gamabunta" Target: 1 Ninja

Effect: Negate the effect texts of the target during this turn. Additionally, move to the target to the bottom of its original owner's Deck.
Air Bullets

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Jutsu J-440 Requirements: "Shukaku"

Target: 1 Ninja

Effect: Negate the effect texts of the target during this turn. Additionally, move to the target to the bottom of its original owner's Deck.
Sealing Jutsu: Fire Seal

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Jutsu J-441 Target: Every Ninja with a "Fire" symbol Battling against the user

Effect: The target becomes a Stand-by Ninja.
Anbu Mask

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Jutsu J-442 Target: 1 Ninja Battling against user

Effect:
The name of the target is changed to "Anbu" during this turn. Additionally, all of the target's Characteristics are negated during this turn.
Knockout Blow

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Jutsu J-443 Requirements: "Jonin" or higher Rank

Effect: Change the target to injured status. Additionally, the target becomes a Stand-By Ninja.
Opening the Byakugan

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Jutsu J-444 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

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Jutsu J-445 Requirements: "Double-Headed Wolf"

Target: Every Ninja Battling against the user

Effect: Give 1 Damage to the target.
Larch Dance

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Jutsu J-446 Requirements: "korimako"

Effect: Flip a Ninja Blade coin 3 times. Give 1 Damage to 1 of your opponent's Ninjas for each heads.
Substitution by Puppet

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Jutsu J-447 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 due to your opponent's effects during this turn.
Capture

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Jutsu J-448 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: Fireball Jutsu

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Jutsu J-449 Effect: Discard 1 in-play Mission card or Client.
Dangerous Intruder

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Mission M-364 Counter Effect: Put in play 1 Ninja card in your Chakra area with an "Ambush".
New leader of the Village

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Mission M-365 Permanent(2)
Effect:
Each 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

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Mission M-366 Counter
Effect:
Discard 1 in-play Client card.
Sending Off

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Mission M-367 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

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Mission M-368 Permanent
Effect:
Growth coins on your Ninjas are considered to be 2/ 2 instead.
Existence of Tailed Beast

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Mission M-369 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

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Mission M-370 Permanent (2)
Effect:
When this Mission card is played, 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!

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Mission M-371 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

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Mission M-372 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 interrupts

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Mission M-373 Permanent (4)
Effect:
At the beginning of the Battle Phase of your opponent's turn, you can organize your Teams.
Revenge for My Son

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Mission M-374 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

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Mission M-375 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

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Mission M-376 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

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Mission M-377 Permanent
Effect:
Each time your "Leaf" Ninja becomes a user of a Jutsu card, that Ninja gets 2/ 2 during that turn.
Tyrannical Storm

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Mission M-378 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

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Mission M-379 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

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Mission M-380 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

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Mission M-381 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

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Mission M-382 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

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Mission M-383 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

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Mission M-384 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

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Mission M-385 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, shuffle your Deck.
Arbitration

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Mission M-386 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

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Mission M-387 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

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Mission M-388 Permanent
At the beginning of your Mission Phase, you can move the top of your Deck to your Chakra area.
Secret of Uchiha Clan

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Mission M-389 Permanent
Effect:
Each time a Ninja or Client which includes "Uchiha" in its name is put in play, discard the top 3 cards of your opponent's Deck.
On the Stump

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Mission M-390 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

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Mission M-391 Effect: Draw 3 cards and then discard 2 cards.
A Preach

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Mission M-392 Permanent
Effect:
Teams of only 1 "Genin" or lower Rank Ninjas cannot be sent out to Battle by itself.
Found you!

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Mission M-393 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

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Mission M-394 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

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Mission M-395 Permanent (2)
Effect:
Players cannot put in play any Ninjas with an odd number Entrance cost. (0 is considered to be an even number.)
A Gift

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Mission M-396 Permanent (4)
Effect:
Each time your "Male" Ninja is discarded due to Showdown, you can place 1 Growth coin on 1 of your "Female" Ninjas at the end of that turn.
BBQ

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Mission M-397 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

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Mission M-398 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

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Mission M-399 Permanent (2)
Effect:
Each Time you put in play either "Inoichi Yamanaka", "Shikaku Nara" or "Choza Akimichi", you can search for 1 of those Ninja cards except the one you juts put in play. Then, show it to your opponent, place it in your hand and shuffle your Deck."
Inuzuka Clan

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Mission M-400 Effect: Your "Ninja Dog" Ninjas gets 1/ 1.
Ichiraku Noodle Shop

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Mission M-401 Effect: Draw 1 card. Then, heal 1 of your injured Ninjas, if there is any.
Chase

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Mission M-402 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

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Mission M-403 Permanent
Effect:
When an "Akatsuki" Ninja is put in play, place 1 Growth coin it.
Agony of the Strong

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Mission M-404 Permanent
Effect:
Ninjas with 1 or more Hand costs gets -2/-2.
Numbness

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Mission M-405 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 this card.)
Archrival

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Mission M-406 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

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Mission M-407 Effect: At the end of this turn, place 1 Growth coin on every Ninja in a Team that is Defeated or Completely Defeated this turn.
Invitation to the Evil

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Mission M-408 Counter Permanent
Effect:
While this Mission card is in play, your in-play "The Four Sound Ninja" Ninjas and "Kimimaro" get "Jonin".
Escape

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Mission M-409 Target: 1 of your in-play Ninjas

Effect: Move the target to your hand.
Apology

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Mission M-410 Permanent
Effect:
The Head Ninja of a Team that is Defeated in the Showdown receives 1 additional Damage.
Long Awaited Reinforcements

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Mission M-411 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 this turn, discard all the cards in your hand.
Kankuro

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Ninja N-461 [TACTICIAN]
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. In that case, shuffle your Deck.

Valid: During the Exchange of Jutsu, you can place 1 "Puppet" Ninja card with an Entrance cost of 3 or less form your hand in this Ninja's Team in any position.
Temari

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Ninja N-462 [BOLDNESS AND SPLENDOR]
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 0/ 1 during the turn.
Yura

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Ninja N-463 [THE BRAIN OF THE SAND]
Every "Sand" Ninja card in your hand gets -1 Hand cost.
Baki

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Ninja N-464 [QUICK REACTION]
At the beginning of the Battle Phase of your opponent's turn, you can organize your Teams.
The Fifth Kazekage

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Ninja N-465 [GUARD WITH THE SAND]
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 opponent's effects during the turn.
Naruto Uzumaki

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Ninja N-466 [WILL POWER]
At the end of your turn, if this Nina is in healthy status, you can change it to injured status.
Sakura Haruno

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Ninja N-467 [CURE]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

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Ninja N-468 [TEACHER]
When this Ninja is put in play, all of your other in-play "Leaf" Ninjas gets 1/ 1 during the turn.
Konohamaru

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Ninja N-469 [ROOKIE OF THE LEAF]Valid:
While you have "Udon" and/or "Moegi" in play, this Ninja gets 2/ 0.
Moegi

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Ninja N-470 [ROOKIE OF THE LEAF]Valid:
While you have "Udon" and/or "Konohamaru" in play, this Ninja gets 1/ 1.
Udon

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Ninja N-471 [ROOKIE OF THE LEAF]Valid: While you have "Konohamaru" and/or "Moegi" in play, this Ninja gets 0/ 2.
Ebisu

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Ninja N-472 [SUPERVISOR]
Teams that include "Moegi", "Udon" and/or "Konohamaru" get 1 Team Power.
Kakashi Hatake

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Ninja N-473 [DETECTION OF THE MOVEMENT]
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 discard that Jutsu card.
Might Guy

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Ninja N-474 [EIGHT INNER GATES]Valid:
If this Ninja becomes the user of 1 or more Jutsu cards that include "Requirements: 'Taijutsu'" and/or "Requirements: 'Might Guy'" and this Ninja's Team wins a Victory or an Outstanding Victory during that turn, you win 1 Battle Reward.
Rock Lee

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Ninja N-475 [EXPERT OF TAIJUTSU]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

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Ninja N-476 [KEKKEIGENKAI]
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

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Ninja N-477 [MASTER OF WEAPONS]
Other Ninjas with a "Weapon" Combat Attribute in this Ninja's Team get 1/ 1.
Itachi Uchiha

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Ninja N-478 [ABSOLUTE GENJUTSU WORLD]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

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Ninja N-479 [INEXHAUSTIBLE POWER]
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

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Ninja N-480 [PLASTIC ARTS]
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, give 1 Damage to 1 of your opponent's Ninjas with 1 or more Bomb coins on it.
Sasori

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Ninja N-481 [LEGENDARY PUPPET CREATOR]
During your Mission Phase, you can discard 2 of your Chakras with a "Wind" Symbol and place a Ninja Blade coin (symbolizing a Puppet coin) on 1 of your Ninjas.

Valid: At the beginning of your Battle Phase, you can place as many number of Ninjas with a Puppet coin in this Ninja's Team in any position.
Zetsu

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Ninja N-482 [MYSTERIOUS EXISTENCE]
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 this effect is 2.
Gaara of the Desert

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Ninja N-483 [Dignity]
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

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Ninja N-484 [LIFELESS WARRIOR]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" Combat Attribute in any position.
Blank Ant

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Ninja N-485 [LIFELESS WARRIOR]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" Combat Attribute in any position.
Salamander

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Ninja N-486 [LIFELESS WARRIOR]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" Combat Attribute in any position.
Ebizo

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Ninja N-487 [FISHING]
When this Ninja is put in play, you can select up to 1 of the "Puppet" Ninja cards from your Chakra area and/or Discard Pile and put it in play.
Chiyo

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Ninja N-488 [RETIRED MASTER]
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

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Ninja N-489 [RETIRED MASTER] During your Mission Phase, reveal the top card of your Deck. If that card has an "Earth" Symbol, you can 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

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Ninja N-490
Sakura Haruno

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Ninja N-491
Rock Lee

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Ninja N-492 [HOT-BLOODED MIND]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

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Ninja N-493
Naruto Uzumaki & Gaara of the De

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Ninja N-494 [UNTIL THE DAY THE DREAM COME TRUE]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 Village in injured status instead.
Temari & Kankuro

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Ninja N-495 [MENACE OF THE SAND]
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

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Ninja N-496 [COMPETITIVENESS]
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

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Ninja N-497 [FOR THE FELLOWS]Valid:
When this Ninja is deployed, you can place a Growth coin on 1 of your other Ninjas.
Kiba Inuzuka

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Ninja N-498 [ANIMAL MIMICRY]
Your other in-play "Animal" Ninjas gets 1/ 1.
Ninja Dog Squad

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Ninja N-499 [SUMMON] 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

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Ninja N-500 [SUCCESSORS OF THE CLAN]Valid:
During your Mission Phase, if you have 1 or more other Ninjas with a "Byakugan" in play, you can move 1 Jutsu card that includes "Byakugan" and/or "Hinata Hyuga" in its "Requirements" in your Chakra area and/or Discard Pile to your hand.
Sasori & Kisame Hoshigaki

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Ninja N-501 [SWIRLING AMBITION]
This Ninja's Team cannot be Blocked by a Team with only 1 Ninja.

Valid: At the end of your turn, give 1 Damage to 1 of your opponent's Ninjas with the lowest Entrance cost.
Itachi Uchiha & Deidara

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Ninja N-502 [EXPERTS OF DANGEROUS JUTSU]
This Ninja's Team cannot be Blocked by a Team with only 1 Ninja.At the end of your turn, change 1 of your opponent's Ninjas to injured status.
Double Headed Wolf

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Ninja N-503 [OVERFLOWING WILDNESS]
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 Victory, you can discard the top 2 cards of your opponent's Deck.
Kiba Inuzuka & Akamaru

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Ninja N-504 [THE FANG OF THE LEAF]
While this Ninjas is in the same Team as 1 or more "Animal" Ninjas, this Ninja gets 2/ 2.
Kotestu Hagane

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Ninja N-505 [ILLUSION]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

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Ninja N-506 [BIG SISTER]
While you only have "Female" Ninjas in play, your other "Female" Ninjas get 1/ 1.
Genma Shiranui

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Ninja N-507 [HIDDEN PASSION]Valid:
When this Ninja is discarded due to Showdown, you can discard 1 in-play Mission card or Client.
Hayate Gekko

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Ninja N-508 [A SPY]
Players cannot put in play Ninjas by the effects of "Ambush".
Hanabi Hyuga

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Ninja N-509 [BOND OF FAMILY]
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

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Ninja N-510 [SKILLFUL MANIPULATION OF PUPPETS]
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

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Ninja N-511 [INSECT WARRIORS]
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 negated.]"
Ninja Dog Squad (All Gathered)

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Ninja N-512
Neji Hyuga

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Ninja N-513 [SEALING THE ANILITIES]
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

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Ninja N-514 [AS A FATHER]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

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Ninja N-515 [AS A FATHER]
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

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Ninja N-516 [AS A FATHER]
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

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Ninja N-517 [AS A FATHER]Valid:
While you have "Shino Aburame" in play, your opponent cannot draw or excahnge or excahnge cards due to their effects.
Hiashi Hyuga

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Ninja N-518 [THE HEAD OF THE CLAN]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 that card to your opponent's hand at the end of the turn.
Choji Akimichi

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Ninja N-519 [QUEST FOR THE FOOD]
Valid:
When this Ninja is put in play, you can move 1 card in your Discard Pile to your Chakra area.
Deidara

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Ninja N-520
Sasori

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Ninja N-521

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