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Selasa, 18 Oktober 2011

kartu naruto 14

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Kahiko

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Client C-034 Effect: At the end of your turn, you can send this in-play Client to your Chakra area. In that case, select and move 1 Ninja card with a "Gelel" in your Discard Pile to your hand.
Emina

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Client C-035 Effect: During your Mission Phase, if you have 5 or more Ninja cards in your Discard Pile, you can move 5 of them to your Deck and shuffle it. In that case, draw a card.
Nerugui

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Client C-036 Effect: During your Mission Phase, you can attach this in-play Client to 1 of your in-play Ninjas. That Ninja gets the following effect effect text while this Client is attached: "Valid: During the Exchange of Jutsu, you can discard 1 card with an "Earth" or a "Fire" symbol from your hand. In that case, heal this Ninja." When that Ninja is removed from play while this Client is attached, discard this Client.
Sansho

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Client C-038 Effect: While this Client is in play, your "Curry of Life" Mission card in your hand gets -1 Hand cost. Additionally, every time you flip a Ninja Blade coin by the effect of "Curry of Life" Mission card, the result is considered to be heads regardless of the result.
Karashi

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Client C-039 Effect: During your Mission Phase, you can send this in-play Client to your Chakra area. In that case, you can search for 1 "Kurosuki Family" Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck.
Chishima

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Client C-040 Effect: During your Mission Phase, you can send this in-play Client to your Chakra area. In that case, choose one of the following:

(1) Search for 1 "Komei" Client card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck.

(2) Put 1 "Komei" Client card in your Discard Pile in play.
Komei

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Client C-041 Effect: During your Mission Phase, you can discard this in-play Client and 1 of your Chakras. In that case, all Teams perform a Mental Power Battle during the turn.
Hitode

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Client C-042 Effect: During your opponent's Mission Phase, you can send this Client to your Chakra area. In that case, a player who has 2 or more different symbols in their Chakra area must discard them so that they only have 1 symbol in their Chakra area. (If a card has 2 or more symbols, that player selects 1 of them.)
Plasma Ball

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Jutsu J-257 Requirements: "Magic" Combat Attribute

Target: User

Effect: The user gets +3/+3 during this turn. Additionally, the user cannot receive any Damage during this turn.
Tornado Lightning

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Jutsu J-258 Requirements: "Magic" Combat Attribute

Target: Every Ninja Battling against the user

Effect: Flip a Ninja Blade coin for each target. Give 1 Damage for each target that got tails.
Power of Gelel

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Jutsu J-261 Requirements: "Gelel"

Target: 1 Ninja

Effect: Give 2 Damage to the target.
Rising Thunder

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Jutsu J-262 Requirements: "Temujin"

Target: User

Effect: The target gets +5/+0 during this turn. Additionally, if the target's Team wins a Victory or an Outstanding Victory this turn, give 1 additional Damage to every Ninja Battling against the target when Damage is received.
Illusion

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Jutsu J-274 Requirements: "Magic" Combat Attribute

Target: 1 of your opponent's Ninjas

Effect: The target gets -3/-3 during this turn.
Transformation

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Jutsu J-275 Requirements: "Magic" Combat Attribute

Target: User

Effect: The target gets +4/+4 during this turn.
Clone Spinning Axe Kick

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Jutsu J-305 Requirement: "Clone Status"

Target: 1 Ninja

Effect: Flip a Ninja Blade coin X times. If you get heads at least once, give 1 Damage to the target.
Muscle Memory

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Jutsu J-306 Target: User

Effect: During this turn, the target's printed injured status Power values become its printed healthy status Power values.
Super Excellent Great Hyper Atta

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Jutsu J-307 Requirement: "Mondai Guy" or "Poccha Lee"

Target: Use

Effect: The effect text of the target is negated during this turn.
Blade Slash

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Jutsu J-308 Requirements: "Bounty Hunter"

Target: 1 Jutsu card being played

Effect: Move 1 of the cards in your hand to your Chakra area. In that case, negate and discard the target.
Thunder Armor

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Jutsu J-309 Requirements: "Thunderbolt" Combat Attribute

Target: User

Effect: During this turn, when the target receives any Damage during the Exchange of Jutsu, give the same amount of Damage to 1 of your opponent's in-play Ninjas. The "Thunder Armor" Jutsu card can be applied only once per turn per player.
Boulder Avalanche

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Jutsu J-310 Requirements: "Thunderbolt" Combat Attribute

Effect: Look at the top 5 cards of your opponent's Deck and discard any number of Jutsu cards among them. Then, return the rest, if there is any, in any order you like.
Thunder Funeral: Feast of Ligh

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Jutsu J-311 Requirements: "Thunderbolt" Combat Attribute

Target: Every Ninja Battling against the user

Effect: Flip a Ninja Blade coin for each target. Give 1 Damage to every Ninja that got heads.
Lightning Fangs

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Jutsu J-312 Requirements: "Thunderbolt" Combat Attribute

Effect: Select and look at X number of the cards in your opponent's hand. Then, move every Ninja among them to their original owner's Chakra area. You can only discard Chakras with a "Water" symbol for X.
Lightning Ball

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Jutsu J-313 Requirements: "Thunderbolt" Combat Attribute

Target: Every injured Ninja Battling against the user

Effect: Discard the target.
Thunder Dragon Tornado

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Jutsu J-314 Requirements: "Thunderbolt" Combat Attribute

Effect: Exchange all the cards in your opponent's hand with all the cards in their Chakra area.
Black Tornado

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Jutsu J-315 Requirements: "Kurosuki Gang"

Target: User

Effect: The target gets +X/+X during this turn. X = the number of your in-play "Kurosuki Family" Ninjas and Client.
Cheesecake Jutsu

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Jutsu J-316 Requirements: "Konohamaru Ninja Squad"

Target: Every "Male" Ninja Battling against the user

Effect: Flip a Ninja Blade coin once for each target. The current Power of every Ninja that got heads becomes 0/0 during this turn. Change every Ninja that got tails to injured status.
Gentle Fist

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Jutsu J-317 Requirements: "Byakugan"

Target: User

Effect: The target gets +2/+2 during this turn. Additionally, if the value of your Turn Marker is 3 or more, select and discard up to 2 of your opponent's Chakras.
Tonfa

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Jutsu J-318 Requirements: "Weapon" Combat Attribute

Target: User

Effect: The target gets +2/+2 during this turn. Additionally, it cannot receive any Damage from your opponent's Jutsu cards during this turn.
Iron Chain

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Jutsu J-319 Requirements: "Weapon" Combat Attribute

Target: 1 Ninja Battling against the user

Effect: The target gets -2/-2 during this turn. Additionally, the effect text of the target is negated during this turn.
Torpedo Nail

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Jutsu J-320 Requirements: "Gosunkugi"

Target: Every Ninja Battling against the user

Effect: Change the target to injured status.
Flying Nail Mist

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Jutsu J-321 Requirements: "Gosunkugi"

Target: Every Ninja Battling against the user

Effect: Flip a Ninja Blade coin once for each target. Change every Ninja that got heads to injured status.
Tsukuyomi

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Jutsu J-322 Requirements: "Itachi Uchiha"

Effect: Select a card type. Then, look at all the cards in your opponent's hand and return all the cards of the selected type to the bottom of their original owner's Deck.
Shark Skin

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Jutsu J-323 Requirements: "Kisame Hoshigaki"

Target: 1 Ninja

Effect: The Combat of the target becomes 0 during this turn
Multi Shadow Clone Jutsu

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Jutsu J-324 Requirements: "Itinerant Ninja"

Target: User

Effect: The target gets +X/+0 during this turn. X = the number of your opponent's in-play Ninjas. However, your opponent can negate this effect by discarding 1 card with a "Lightning" symbol from their hand.
Striking Shadow Snake

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Jutsu J-325 Effect: During this turn, each time your in-play Ninja is discarded, return it to its original owner's hand instead.
Released Power

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Jutsu J-326 Requirements: "Naruto Uzumaki""

Target: User

Effect: The target gets +X/+0 during this turn. X = the value of your Turn Marker.
Bite

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Jutsu J-327 Requirements: "Ninja Dog"

Target: 1 Ninja Battling against the user

Effect: During this turn, in the calculation of the Team Power of the target's Team, apply the target's injured status value instead of its healthy status value. Additionally, the effect text of the target is negated.
Lightning Blade

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Jutsu J-328 Requirements: "Kakashi Hatake"

Effect: Choose 1 of the following:

(1) The User gets +7/+0 during this turn.
(2) Negate and discard 1 Jutsu card being played.
Fire Style: Dragon Flame Jutsu

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Jutsu J-329 Requirements: "Special Jonin" or higher Rank

Target: 1 Ninja Battling against the user

Effect: Give 2 Damage to the target. However, if the target's Entrance cost is greater than the user's, give 1 Damage instead.
Deformable Body

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Jutsu J-330 Target: User

Effect: The target gets +X/+0 or +0/+X during this turn.
Chakra Absorption Jutsu

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Jutsu J-331 Effect: Select and discard up to X number of your opponent's Chakras. Then, select and move up to X number of the cards in your Discard Pile to their original owner's Chakra area.
Water Style: Furious Current J

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Jutsu J-332 Target: 1 of your opponent's Ninjas with an Entrance cost of X or less

Effect: Return the target to the bottom of its original owner's Deck. You can only discard Chakras with a "Water" symbol for X.
Water Style: Great Cannonball

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Jutsu J-333 Requirements: "Sea Monster"

Target: 1 Ninja being sent out to Battle

Effect: The target becomes a Stand-by Ninja.
Summoning Jutsu: Sea Monster

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Jutsu J-334 Requirements: "Sea Monster" + "An Entrance cost of 4 or more"

Effect: Place this card in the user's Team as a Head Ninja with "Power: 6/0" and "Sea Monster." It cannot receive any Damage and if it still remains in play at the end of this turn, it is moved to your Chakra area.
Demon Illusion: Hellfire Jutsu

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Jutsu J-335 Target: Every Ninja Battling against the user

Effect: Flip a Ninja Blade coin: If it's heads, the target becomes a Stand-By Ninja.
Assimilation: Sand Coffin

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Jutsu J-336 Requirements: "Itinerant Ninja"

Target: 1 Ninja Battling against the user

Effect: Change the target to injured status. However, your opponent can negate this effect by discarding 1 card from their hand.
Assimilation: Sand Burial

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Jutsu J-337 Requirements: "Itinerant Ninja"

Target: 1 injured Ninja

Effect: Discard the target. However, your opponent can negate this effect by discarding 1 card from their hand.
Backup

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Jutsu J-338 Requirements: "Ino Yamanaka"

Target: Each of your Ninjas with an Entrance cost equal to or less than the user's

Effect: The target gets +2/+2 during this turn.
Universal Assimilation Jutsu

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Jutsu J-339 Requirements: "Itinerant Ninja"

Target: User

Effect: The target cannot receive any Damage during this turn. However, your opponent can negate this effect by discarding 1 card with an "Earth" symbol from their hand.
Assimilation: Rock Tank

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Jutsu J-340 Requirements: "Itinerant Ninja"

Target: 1 Ninja Battling against the user

Effect: Give 1 Damage to the target. However, your opponent can negate this effect by discarding 1 card with an "Earth" symbol from their hand.
Three-Section Staff

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Jutsu J-341 Requirements: "Weapon" Combat Attribute

Target: User

Effect: The target gets +X/+X during this turn. X = the number of your opponent's healthy Ninjas.
Water Style: Giant Vortex Juts

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Jutsu J-US077 Requirements: "Jonin" or higher Rank

Target: Every Stand-By Ninja in 1 of your opponent's Teams

Effect: Move the target back to its original owner's hand. This effect is negated if the user's Team is not opposed.
Clematis Dance: Flower

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Jutsu J-US078 Requirements: "Kimimaro" + "State 2"

Target: User

Effect: The target gets +5/+0 during this turn. Aldditionally, if the target's Team wins a Victory or an Outstanding Victory this turn, you win 1 Battle Reward.
Paper Bomb

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Jutsu J-US079 Target: 1 Ninja

Effect: Change the target to injured status at the end of this turn.
Gentle Fist Style: 8 Trigrams

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Jutsu J-US080 Requirements: "Neji Hyuga" or "Byakugan" + "An Entrance cost of 4 or more"

Effect: Look at the top 5 cards of your opponent's Deck and discard any number of Jutsu cards among them. Then, return the rest, if there is any, and your opponent shuffles their Deck.
Irregular Attack

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Jutsu J-US081 Requirements: "Magic" Combat Attribute

Effect: During this turn, in the calculation of the Team Power of the user's Team and the Team Battling against it, the Head Ninja uses its Support value, and the Back Ninjas use their Combata value.
Night Attack

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Jutsu J-US082 Target: User

Effect: The user gets +2/+2 during this turn. This Jutsu card can be used even when it is in your Chakra area.
Flying Knee

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Jutsu J-US083 Effect: Look at all the cards in your opponent's hand, select 1 of them and move it to their Chakra area.
Surprise Attack in the Dark

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Jutsu J-US084 Effect: Select 1 Jutsu card in your Discard Pile and move it to your hand.
Emergency Evacuation

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Jutsu J-US085 Target: Every Ninja in the User's Team

Effect: The target becomes a Stand-By Ninja.
Restoration of the Memory

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Jutsu J-US086 Requirements: "Medicine" Combat Attribute

Effect: Look at your opponent's Battle Rewards. You can move any number of them to your hand. In that case, move the same amount of cards from your hand to your opponent's Battle Reward area.
Moving Under Water

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Jutsu J-US087 Target: "User"

Effect: Search for 1 Jutsu card with a "Water" symbol in the top 5 cards of your Deck, show it to your opponent and place it in your hand. Then, return the rest and shuffle your Deck.
Toad Sword

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Jutsu J-US088 Requirements: "Gamabunta"

Target: 1 Ninja

Effect: Give 1 Damage to the target. This Jutsu card cannot be negated.
Sonic Speed Attack

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Jutsu J-US089 Requirements: "Might Guy"

Target: 1 Ninja Battling against the user

Effect: If the target is in healthy status, change it to injured status. If the target is in injured status, discard it.
Armed Puppet

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Jutsu J-US090 Requirements: "Puppet"

Effect: Every Ninja that receives any Damage from the user's Team this turn is discarded after that Damage is applied, even if that Damage is reduced to 0. This effect is negated if the Damage is negated.
Counter by the Sharingan Eye

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Jutsu J-US091 Requirements: "Sharingan Eye"

Target:
(1) 1 of your opponent's Jutsu cards being used
(2) User

Effect: Pay the Jutsu cost of target (1). In that case, apply the effect of target (1) making target (2) as a user of target (1). However, "requirements" and/or "target" of target (1), if it has any, have to be applicable.
Power of the Sharingan Eye

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Jutsu J-US092 Requirements: "Sharingan Eye"

Effect: Look at the top 5 cards of your opponent's Deck and discard any number of Jutsu cards among them. Then, return the rest, if there is any, and your opponent shuffles their Deck.
Smoke Pellet

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Jutsu J-US093 Target: User

Effect: The target cannot be affected by your opponent's Jutsu cards during this turn.
Unguarded Moment

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Jutsu J-US094 Target: 1 of your Jutsu cards being used with "Target: 1 Ninja Battling against the user"

Effect: The target cannot be affected by your opponent's Jutsu cards during this turn.
Mobile Fortress

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Mission M-264 Target: 1 "Knight" Ninja card in your hand

Effect: Put the target in play.
Box Lunch

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Mission M-286 Target: 1 of your Chakras or 1 card in your Discard Pile

Effect: Return the target to its original owner's hand.
Curry of Life

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Mission M-287 Target: 1 of your injured Ninjas

Effect: Heal the target and flip a Ninja Blade coin: If it's heads, place 1 Growth coin on the target.
Origin of the Legend

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Mission M-288 Permanent (2)

Effect: The Hand cost of every "Sannin" Ninja in your hand becomes 0. Additionally, every "Sannin" Ninja card in your hand without "Growth" gets "Growth".
Perfect Disguise?

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Mission M-289 Permanent

Target: 1 non-Platoon Ninja

Effect: Attach this card to the target. While this Mission card is attached, "Guy" is added to the end of the target's name. (When the target is "Naruto Uzumaki," its name becomes "Naruto Uzumaki Guy." If you attach this card to your opponent's Ninja, they control this card.)
Wounds from the Lost Battle

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Mission M-290 Permanent

Effect: When either player wins 1 or more Battle Rewards, the other player must discard 1 of the cards in their hand at the end of that turn.
Leaf Village's Open Competitio

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Mission M-291 Permanent

Effect: Each time your opponent's Ninja with 1 or more Growth coins receives Damage during the Showdown and is discarded as a result, you can move 1 Growth coin from it onto 1 of your Ninjas currently on the Battlefield before the Ninja is discarded.
No Power of Observation

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Mission M-292 Permanent (2)

Effect: Teams cannot perform a Mental Power Battle.
False Charge

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Mission M-293 Permanent

Target: 1 Ninja

Effect: Attach this card to the target. While this card is attached, the target gets a "Wanted" Characteristic. (If you attach this card to your opponent's Ninja, they control this card.)
Duel at OK Temple

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Mission M-294 Permanent

Effect: Each time a "Wanted" Ninja of either player is removed from play, the other player can win 1 Battle Reward and select and move 1 of the cards in their Discard Pile to their hand.
Visitors from the Darkness

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Mission M-295 Effect During this turn, you can deploy 1 non-"Leaf" Ninja in addition to the regular deployment of a Ninja.
Final Separation

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Mission M-296 Target: 1 of your opponent's "Leaf" Ninjas with an Entrance cost of 5 or less

Effect: Move the target to your Village. However, you cannot target a Ninja if another Ninja in your Village has the same name.
Right Man for the Right Job

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Mission M-297 Permanent

Target: Ninjas with an Entrance cost that exceeds the value of your Turn Marker cannot be sent out to Battle by either player.
No Sense of Direction

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Mission M-298 Permanent (3)

Effect: Every Mission card in both players27 hands gets +1 Hand cost.
Wanted Poster with a Reward

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Mission M-299 Effect: If the value of your Turn Marker is 5 or less, draw 2 cards. If the value is 6 or more, select 1 of the cards in your opponent's hand at random and discard it.
Temporary Team

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Mission M-300 Permanent (3)

Effect: When you pay a Hand cost to deploy a Ninja during your Mission Phase, you can pay it with cards with any symbol.
Survival on Mount Takurami

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Mission M-301 Effect: Players cannot win any Battle Rewards during this turn. At the beginning of the Showdown of this turn, place 1 Growth coin on every Ninja in your Non-Battling Teams.
Funeral of the Living

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Mission M-302 Effect: Discard every Ninja card in both player's Chakra area.
Secret Activities

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Mission M-303 Effect: Draw 2 cards.
Threat of the Akatsuki

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Mission M-304 Permanent (3)

Effect: "Akatsuki" Ninjas get +1/+1. Additionally, "Akatsuki" Ninjas cannot be affected by the effects of your opponent's Jutsu cards.
Lots of Energy

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Mission M-305 Effect: Draw 2 cards. During this turn, you cannot move up your Turn Marker.
Right Guess

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Mission M-306 Effect: Look at all the cards in your opponent's hand, select 1 of the non-Ninja cards among them, and return it to the bottom of its original owner's Deck. Then, your opponent draws 1 card.
Penniless Man

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Mission M-307 Permanent (4)

Effect: At the end of your turn, if you have no cards in your hand, draw 1 card. This effect cannot be duplicated.
Self-Sacrifice

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Mission M-308 Permanent

Effect: When any of your Ninjas receive any Damage by your opponent's Jutsu card or by the effect of your opponent's Ninjas, you can send this card to your Chakra area. In that case, negate the Damage.
Cooking Match!

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Mission M-309 Effect: Your opponent selects a number from 1 to 9. Then, you reveal X number of the cards in your hand so that the total of the Entrance costs of the revealed cards becomes the same as the selected number. If you succeed, you win the same number of Battle Rewards as the revealed cards.
Under a Starry Sky

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Mission M-310 Target:X number of the cards in your Discard Pile

Effect: Return the target to the top of their original owner's Deck in any order you like. X = the number of your in-play "Leaf + Genin" Ninjas.
Island of Mysterious Abductions

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Mission M-311 Target: 1 of your opponent's "Genin" Ninjas with an Entrance cost of 1 or less

Effect: Return the target to the bottom of its original owner's Deck.
Sea Monster Panic

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Mission M-312 Permanent (4)

Effect: Every "Sea Monster" Ninja gets +1/+1. This effect cannot be duplicated. During your Mission Phase, you can move 1 of the coins on this card to 1 of your in-play Ninjas as a "Sea Monster" coin. While this card is in play, a Ninja with 1 or more "Sea Monster" coins gets a "Sea Monster" Characteristic.
Ache of the Curse Mark

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Mission M-313 Effect: You can search for 1 "Orochimaru" Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
Blocked Memory

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Mission M-314 Permanent

Effect: While your Turn Marker is 2 or less, players cannot win any Battle Rewards.
Flying into the New Era

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Mission M-315 Counter Permanent

Effect: You move the Turn Marker at the beginning of your turn instead of at the end.
Cursed Samurai in White

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Mission M-316 Counter

Effect: During this turn, your opponent cannot move up their Turn Marker.
False Jutsu

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Mission M-317 Permanent

Effect: The Jutsu cost of every Jutsu card that includes "Requirements: Itinerant Ninja" can be paid by Chakras with any symbol.
Out-Of-Mission Activities

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Mission M-318 Permanent

Effect: Stand-By Ninjas cannot be affected by the effects of your opponent's Jutsu cards or your opponent's Ninjas.
Clear Sky

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Mission M-319 Effect: Select 1 of the players. Move every card in that player's Chakra area and Discard Pile to their original owner's Deck and shuffle it.
Youths of the Land of Fire

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Mission M-320 Permanent (3)

Effect: When you deploy a "Leaf" Ninja, place 1 Growth coin on that Ninja.
Youths of the Land of Wind

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Mission M-321 Permanent (3)

Effect: When you deploy a "Sand" Ninja, place 1 Growth coin on that Ninja.
Hyuga Way

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Mission M-US087 Permanent (3)

Effect: Your Ninjas with a "Byakugan" cannot be affected by the effects of your opponent's Jutsu cards.
Power of the Seven Swordsmen of

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Mission M-US088 Permanent

Target: 1 of your "Jonin" or higher Rank Ninjas

Effect: Attach this Mission card to the target. While this Mission card is attached, the target can use Jutsu cards with a "Requirements: 'Thunderbolt' Combat Attribute".
Time Stands Still

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Mission M-US089 Permanent (X)

Effect: Players cannot move their Turn Marker.
Unexpected Result

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Mission M-US090 Effect: Search for 1 "Gamatatsu" or 1 "Gamakichi" Ninja card in your Deck and put it in play. Then, shuffle your Deck.
Scum Recipe

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Mission M-US091 Effect: Search for any number of "Ichiraku Noodle Shop" Mission cards, show them(it) to your opponent, place them(it) in your hand. Then, shuffle your Deck.
Rich Knowledge

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Mission M-US092 Effect: Shuffle your Deck, designate a card type for each of the top 2 cards of your Deck and reveal them. If both of them are the same card type you designated, move them to your hand. If not, discard them.
Ghost Panic

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Mission M-US093 Permanent (2)

Effect: Select 1 Ninja card with a Water symbol in your Discard Pile and put it in play. When this Mission card is removed from play, if that Ninja still remains in play, discard that Ninja.
Distinction

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Mission M-US094 Effect: Select and reveal 2 of your opponent's Battle Rewards. If they are different card types, discard them. If they are the same card types, your opponent wins 1 Battle Reward.
Shadow of the Nine-Tailed Fox Sp

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Mission M-US095 Permanent

Effect: Any "The Nine-Tailed Fox Spirit" Ninja cards in your hand gets -2 Entrance cost. Additionally, the effect text of any "The Nine-Tailed Fox Spirit" Ninja cards in your hand is negated. This Mission card cannot be affected by your opponent's effects.
Symbol of the Evil

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Mission M-US096 Permanent

Effect: Any "Manda" Ninja cards in your hand gets -2 Entrance cost. Additionally, the effect text of your in-play "Manda" is negated. This Mission card cannot be affected by your opponent's effects.
Organizing Teams

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Mission M-US097 Permanent (3)

Effect: You can organize your Teams at the beginning of your opponent's Battle Phase.
Deleted Record

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Mission M-US098 Permanent (3)

Effect: Discard the top 3 cards of your opponent's Deck.
Tragedy

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Mission M-US099 Effect: Select 1 of your opponent's healthy status Ninjas, if they have any, and change it to injured status. Then, your opponent selects 1 of your healthy status Ninjas, if you have any, and changes it to injured status.
A Vicious Reception

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Mission M-US100 Permanent (3)

Effect: During your opponent's turn, each of your Teams which have Ninjas with only a "Water" symbol get +1 Team Power.
World of Genjutsu

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Mission M-US101 Permanent (2)

Effect: Any Ninja without the "Genjutsu" Combat Attribute cannot be the user of Jutsu cards with a Jutsu cost of 2 or more. (Each specific symbol in the Jutsu cost also counts as 1.)
Toe to Toe

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Mission M-US102 Permanent (3)

Effect: Effect texts of Ninjas cannot be negated.
Blown in the Wind

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Mission M-US103 Effect: Select 1 of the Permanent Mission cards in your Discard Pile or your Chakra area and move it to your hand.
Burnished Blades

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Mission M-US104 Permanent (3)

Effect: Each of your Ninjas with a "Weapon" Combat Attribute gets +1/+1.
Deep Ambition

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Mission M-US105 Permanent (3)

Effect: Every in-play "Leaf" Ninjas gets -1/-1.
Repose of the Warriors

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Mission M-US106 Permanent (2)

Effect: Teams with 2 or more "Genin" only Ninjas cannot be sent out to Battle.
Symbol of the Rogue Ninja

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Mission M-US107 Effect: Search for 1 "Rogue" Ninja card in your Deck and put it in play. Then, shuffle your Deck.
I'm Coming to You!

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Mission M-US108 Target: 1 Ninja

Effect: If the target is sent out to Attack this turn, you can select 1 of your opponent's Ninjas. In that case, if the target is Blocked, it can only be Blocked by the selected Ninja's Team.
Curse Sealing

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Mission M-US109 Permanent (3)

Target: 1 Ninja or 1 Permanent Mission card

Effect: Attach this Mission card to the target. While this Mission card is attached, the effect text of the target is negated. (If you attach this card to your opponent's card, they control this card.)
Weight Training

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Mission M-US110 Permanent (2)

Target: 1 Ninja

Effect: Place a -3/-3 coin on the target. When this Mission card is removed from play, that -3/-3 coin is changed to +3/+3 coin. (If you attach this card to your opponent's card, they control this card.)
The Squad 7

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Mission M-US111 Permanent (3)

Effect: During your Mission Phase, you can change 1 of your healthy Ninjas to injured status. In that case, heal 1 of your injured Ninjas.
Naruto Uzumaki

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Ninja N-344 [Unfit to be a Team Leader]

Valid: If this Ninja is sent out to Battle, every time either player flips a Ninja Blade coin during the turn, the result is considered to be tails regardless of the result.
Sakura Haruno

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Ninja N-345 [Growing Talent]

During your Mission Phase, you can discard 1 of your Chakras with a "Wind" symbol. In that case, heal 1 of your injured Ninjas with an Entrance cost equal to or less than this Ninja's.
Rock Lee

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Ninja N-346 [Till I get sober]

During the Exchange of Jutsu, you can discard 1 card with a "Lightning" symbol from your hand. In that case, this Ninja gets +3/+0 during the turn. However, if this Ninja's Team wins a Victory during the turn, discard this Ninja at the end of the turn.
Neji Hyuga

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Ninja N-347 [Aspiration]

Valid: While your opponent has 2 or more Battle Rewards than you do, this Ninja gets +1/+1.
Tenten

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Ninja N-348 [Summoning Weapons]

When this Ninja is sent out to Battle, you can select 1 of the Jutsu cards with a Jutsu cost of only 1 or 2 in your Discard Pile and place it in your hand.
Might Guy

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Ninja N-349 [Proud of the Pupils]

While this Ninja is in your hand, it gets -1 Entrance cost for each "Rock Lee," "Neji Hyuga," and "Tenten" you have in play.
Mondai Guy

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Ninja N-350 [Thin Disguise]

Valid: While this Ninja is Battling in either status, its printed Power is considered to be 1/0.
Poccha Lee

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Ninja N-351 [Thin Disguise]

Valid: While this Ninja is Battling in either status, its printed Power is considered to be 1/0.
Jiraiya

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Ninja N-352 [Eccentric Man of the Village]

When this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, you can look at all the cards in your opponent hand, select 1 of them and discard it.
Orochimaru

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Ninja N-353 [Lurking Evil]

If this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, it gets the following effect during the turn: "Valid: At the end of the turn, if this Ninja is in your Village, select 1 of your opponent's in-play Ninjas with the lowest Entrance cost and discard it."
Tsunade

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Ninja N-354 [Unrivaled Strength]

When this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, your opponent must discard the top 4 cards of their Deck.
Raiga Kurosuki

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Ninja N-355 [Funeral of the Living]

When this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, discard every Ninja card in your opponent's Chakra area.

Valid: While you have "Ranmaru" in play, this Ninja gets +2/+2.
Ranmaru

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Ninja N-356 [Life as Sensory Organs]

Any "Raiga Kurosuki" Ninja card in your hand gets -1 Entrance cost.

Valid: The Head Ninja in this Ninja's Team cannot be affected by the effects of your opponent's Ninjas.
Kurosuki Gang

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Ninja N-357 [Gang in Black]

Valid: This Ninja can be put in play or moved into a Village or Battlefield, even if that player already has 1 or more Ninjas with the same name in play.

Valid: This Ninja gets +1/+1 for each of your other in-play "Kurosuki Famliy" Ninjas.
Sazanami

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Ninja N-358 [Reward]

When this Ninja's Team wins a Victory, or an Outstanding Victory, draw 1 card.

Valid: The only Jutsu card this Ninja can use is the "Blade Slash" Jutsu card.
Gatsu

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Ninja N-359 [Reward]

When this Ninja's Team wins a Victory or an Outstanding Victory, draw 1 card.

Valid: The only Jutsu card this Ninja can use is the "Blade Slash" Jutsu card.
Gosunkugi

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Ninja N-360 [Wanted Criminal]

When this Ninja's Team wins an Outstanding Battle Reward, select up to 1 of your opponent's Battle Rewards at random and move it to its original owner's Discard Pile.
Konohamaru Ninja Squad

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Ninja N-361 [Field Exercise]

Valid: The Head Ninja in this Ninja's Team cannot be affected by the effects of your opponent's Ninjas.
Izumo Kamizuki & Kotetsu Hagane

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Ninja N-362 [Assistants to the Fifth Hokage]

At the end of your turn, you can draw 1 card. In that case, move 1 of the cards in your hand to your Chakra area.
Orochimaru & Kabuto Yakushi

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Ninja N-363 [Forbidden Immortality Jutsu]

When this Ninja is put in play by sending your in-play "Orochimaru" or "Kabuto Yakushi" to your Chakra area, move that "Orochimaru" or "Kabuto Yakushi" Ninja card to your hand instead.

Valid: If this Ninja is removed from play, move it to its original owner's hand instead.
Pricess Dusk

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Ninja N-364 [Wandering Ghost]

When this Ninja is sent out to Battle, each player must select 1 of the cards in their hand or 1 of their Chakras, if they have any, and discard it.
Itachi Uchiha

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Ninja N-365 [Formidable Visual Jutsu]

Valid: When this Ninja is put in play, change 1 of your opponent's in-play Ninjas to injured status. As long as this Ninja remains in play, that injured Ninja cannot be healed.
Kisame Hoshigaki

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Ninja N-366 [Fierce Fighting Instinct]

Valid: When this Ninja is sent out to Battle and opposed, if the Team Power of this Ninja's Team is equal to or lower than that of your opponent's Team Battling against it, this Ninja gets +2/+0 during the turn.
Itachi Uchiha & Kisame Hoshigaki

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Ninja N-367 [Real Aim]

When 1 or more of your opponent's in-play Ninjas are discarded due to Damage from this Ninja's Team, you win 1 Battle Reward.
The First Hokage

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Ninja N-368 [Secret Wood Style Jutsu]

Each time your opponent puts a Ninja in play during the Mission Phase, that Ninja can neither be included in any other Teams nor be sent out to Battle during the turn it is put in play.
The Second Hokage

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Ninja N-369 [Water-Style Jutsu]

During your Mission Phase, you can discard X number of your Chakras with a "Water" symbol. In that case, select 1 of your opponent's Ninjas to give it -X/-X during the turn. At the end of that turn, you can move up to X number of cards with a "Water" symbol in your Discard Pile to your Chakra area.
The Third Hokage

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Ninja N-370 [Guardian of the Village]

Valid: When this Ninja is put in play, place 1 Growth coin on all of your other in-play "Leaf" Ninjas.
The Fourth Hokage

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Ninja N-371 [Lightning Speed]

Valid: When you win a Normal Battle Reward or an Outstanding Battle Reward due to this Ninja's Team, you can win 1 additional Battle Reward.

Valid: While this Ninja is in injured status, this Ninja's Team cannot be blocked by a Team with 1 Ninja.
The Fifth Hokage

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Ninja N-372 [Establishment of Medicine]

Valid: While you have 1 or more injured Ninjas, this Ninja cannot be sent out to Attack unless you discard 1 of your Chakras with a "Wind" symbol.

Valid: At the end of your turn, if you have 1 or more injured Ninjas, you can heal 1 of them.
Naruto Uzumaki

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Ninja N-373 [Overflowing Chakra]

Valid: While this Ninja is in injured status, it gets +X/+0. X = the value of your Turn Marker.
Shino Aburame

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Ninja N-374 [Cool Judgment]

Other Ninjas in this Ninja's Team cannot be affected by your opponent's Jutsu cards.
Ino Yamanaka

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Ninja N-375 [Support from Behind]

When this Ninja becomes the user of a Jutsu card, you can select 1 of your opponent's Ninjas Battling against this Ninja. In that case, that Ninja gets -2/-2 during the turn.
Anko Mitarashi

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Ninja N-376 [Signs of Orochimaru]

Valid: While this Ninja is Battling against your opponent's Ninja(s) with a "Water" symbol, this Ninja gets -1/+0.
Kakashi Hatake

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Ninja N-377 [Eye that detects Falsehood]

Valid: This Ninja cannot be affected by the effects of Jutsu cards used by your opponent's Ninja that do not have a "Genjutsu" Combat Attribute.
Gamakichi & Gamatatsu

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Ninja N-378 [Toad Brothers]

At the beginning of your turn, you can search for 1 "Gamabunta" Ninja card in the bottom 5 cards of your Deck and put it in play. In that case, return the rest to your Deck and shuffle it.

Valid: This Ninja cannot be the user of Jutsu cards.
Hokushin

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Ninja N-379 [Stealing Jutsu]

When this Ninja's Team wins an Outstanding Victory, your opponent must select 1 of the cards in their hand and discard it.
Nagare

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Ninja N-380 [Stealing Jutsu]

If this Ninja is sent out to Battle, each time your opponent's Ninja uses a Jutsu card during the turn, your opponent must select 1 of the cards in their hand and discard it.
Hoki

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Ninja N-381 [Coup Plot]

When this Ninja's Team wins an Outstanding Victory, move your opponent's Turn Marker down by 1.
Toki

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Ninja N-382 [Frozen Time]

When you win a Normal Battle Reward or an Outstanding Battle Reward due to this Ninja's Team, your opponent must select 1 of the cards in their hand and discard it.
Sasuke Uchiha

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Ninja N-383 [Living in the Dark World]

When this Ninja is sent out to Attack, you can select 1 of your opponent's in-play Ninjas with an Entrance cost of 2 or less. In that case, the effect text of that selected Ninja is negated during this turn and the next turn.
Isaribi

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Ninja N-384 [Rescue from the Seabed]

When this Ninja is sent out to Block, you can reveal the bottom card of your Deck. If it is a Ninja card, move it to your hand. If not, return it to your Deck and shuffle it.
Amachi

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Ninja N-385 [Perfect body of the Sea Monster]

Valid: When this Ninja is put in play, you can search for 1 "Sea Monster Panic" Mission card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.

Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, you can place 1 Ninja Blade coin on 1 "Sea Monster Panic" Mission card you have in play.
Yoroi Akado

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Ninja N-386 [Improved Absorption Jutsu]

If this Ninja is sent out to Attack and opposed, it gets the following effect during the turn: "Valid: At the end of the turn, if this Ninja is in your Village, you can select and discard up to the same number of your opponent's Chakras as their Ninjas that were sent out to Block this Ninja's Team this turn."
Misumi Tsurugi

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Ninja N-387 [Rubber-like Body]

During your turn, this Ninja's healthy status printed Support value becomes the same value as its healthy status printed Cobmat value.
Hakkaku

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Ninja N-388 [Meals during Missions]

Valid: Every Ninja in this Ninja's Team except this Ninja gets +1/+1.
Temujin

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Ninja N-US093 [Unknown Power]

Valid: This Ninja cannot receive any Damage from your opponent's Jutsu cards.

Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas.
Haido

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Ninja N-US094 [Fake Utopia]

At the end of the turn this Ninja is put in play, you can search for 1 "Haido (Transformed)" Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
Haido's Soldier

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Ninja N-US095 [Emotionless Soldier]

Valid: When this Ninja is discarded due to the Showdown or by your opponent's effects, you can search for 1 "Haido's Soldier" Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.

Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas.
Kamira

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Ninja N-US096 [Transformation]

When this Ninja is sent out to Battle in the same Team with another Ninja with a "Magic" Combat Attribute, this Ninja gets +0/+1 during the turn.

Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas.
Ranke

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Ninja N-US097 [Transformation]

When this Ninja is sent out to Battle in the same Team with another Ninja with a "Magic" Combat Attribute, this Ninja gets +2/+0 during the turn.

Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas.
Fugai

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Ninja N-US098 [Transformation]

When this Ninja is sent out to Battle in the same Team with another Ninja with a "Magic" Combat Attribute, this Ninja gets +1/+1 during the turn.

Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas.
Temujin

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Ninja N-US099 [Healing Power by the Stone]

Valid: During the Exchange of Jutsu, you can discard 1 card with a "Fire" symbol from your hand. In that case, heal this Ninja. This effect can be used as many times as you like.

Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas.
Haido (Transformed)

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Ninja N-US100 [Healing Power by the Stone]

This Ninja cannot be put in play except by sending your in-play "Haido" with an Entrance cost of 1 to your Chakra area.

Valid: During the Exchange of Jutsu, you can discard 1 card with an "Earth" symbol from your hand. In that case, heal this Ninja. This effect can be used as many times as you like.
Sasuke Uchiha

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Ninja N-US101 [Firm Determination]

While this Ninja is Battling against your opponent's Team of only Ninjas with an Entrance cost of 1 or less, this Ninja cannot receive any Damage except due the result of the Showdown.
Ino Yamanaka

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Ninja N-US102 [Leadership]

Valid: The Head Ninja in this Ninja's Team cannot be affected by the effects of your opponent's Ninjas.
Shukaku

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Ninja N-US103 [Formidable Monster]

Valid: When this Ninja is put in play, discard every card in both players' Chakra areas. During the turn and the next turn that this Ninja is put in play, you cannot charge or move any cards to your Chakra area.

Valid: This Ninja cannot be removed from play by the effects of your opponent's Jutsu cards. This effect cannot be negated.
Naruto Uzumaki

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Ninja N-US104 [For the name "Hokage"]

Valid: This Ninja cannot receive any Damage by the effects of your opponent's Ninjas.
Hinata Hyuga

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Ninja N-US105 [For the one I care for]

Valid: When this Ninja is put in play, you can select and put 1 "Naruto Uzumaki" Ninja card with an Entrance cost of 0 in your Discard Pile in play in injured status.
Kurenai Yuhi

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Ninja N-US106 [Expert of Genjutsu]

"While this Ninja is Battling, all Ninjas in this Ninja's Team and all Ninjas Battling against this Ninja's Team get -1/-1. This effect is not applied to Ninjas with a "Genjutsu" Combat Attribute.
Choji Akimichi

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Ninja N-US107 [Expanded Body]

Valid: While this Ninja is in play, The Entrance cost of this Ninja is considered to be 3. This effect cannot be negated.
Haku

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Ninja N-US108 [Self-Sacrifice]

Valid: While this Ninja is Battling, when any other Ninja in this Ninja's Team with a "Water" symbol receives any Damage except due to the Showdown, you can negate the Damage. In that case, give the same amount of Damage to this Ninja.
The Third Hokage & Monkey King E

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Ninja N-US109 [Bond of Reliance]

Valid: When this Ninja is removed from play by your opponent's effects, you can select and put 1 "The Third Hokage" Ninja card in your Discard Pile or Chakra area in play in injured status in the same position as this Ninja.
Jiraiya & Gamabunta

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Ninja N-US110 [Bond of Reliance]

Valid: When this Ninja is removed from play by your opponent's effects, you can select and put 1 "Jiraiya" Ninja card in your Discard Pile or Chakra area in play in injured status in the same position as this Ninja in the same position as this Ninja.
Shino Aburame

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Ninja N-US111 [Backup]

"When this Ninja is sent out to Attack and opposed, you can place this Ninja in any of your other Teams being sent out to Battle in any position.
Gaara of the Desert (Possessed M

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Ninja N-US112 [Definition of the Strongest]

This Ninja cannot be put in play except by sending your in-play "Gaara of the Desert" with an Entrance cost of 2 or more to your Chakra area during your Mission Phase.

Valid: At the end of your turn, if this Ninja is in injured status, heal this Ninja.
Hanabi Hyuga & Hiashi Hyuga

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Ninja N-US113 [Strict Discipline]

When you win a Normal Battle Reward or an Outstanding Battle Reward due to this Ninja's Team, your opponent must select 1 of the cards in their hand and discard it.
Asuma Sarutobi

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Ninja N-US114 [Follow up]

When this Ninja is sent out to Attack and opposed, you can place this Ninja in any of your other Teams being sent out to Battle in any position.
Might Guy

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Ninja N-US115 [Releasing the Power]

Valid: When your in-play "Rock Lee", "Neji Hyuga" and/or "Tenten" is discarded, place 1 Growth coin on this Ninja.
Kakashi Hatake

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Ninja N-US116 [Elite Squad with no Face]

While this Ninja card is in your hand, when any of your in-play Ninjas receive any Damage by the effect of your opponent's Ninjas, you can put this Ninja in play.
Kimimaro

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Ninja N-US117 [KEKKEIGENKAI]

When this Ninja is sent out to Battle, you can search for 1 Jutsu card with a "Requirements: 'Kimimaro'" in the top 5 cards of your Deck, show it to your opponent, and place it in your hand. In that case, return the rest and shuffle your Deck.

Valid: When this Ninja would receive any Damage, you can discard 1 card with a "Requirements: 'Kimimaro'" from your hand. In that case, negate that Damage.
Kankuro

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Ninja N-US118 [Trick]

Valid: When this Ninja is discarded due to the Showdown, you can move this Ninja to its original owner's hand instead. In that case, search for 1 "Puppet" Ninja card in your Deck and put it in play. Then, shuffle your Deck.
Kakashi Hatake & Might Guy

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Ninja N-US119 [Eternal Rivalry]

Valid: At the beginning of your turn, if this Ninja is in injured status, heal this Ninja.
Choji Akimichi

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Ninja N-US120 [Power of the most Secret Pills]

Valid: When this Ninja is sent out to Battle, you can discard 1 of your Chakras. In that case, this Ninja gets "Secret Pill" during the turn.
Temari

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Ninja N-US121 [Analysis of the Situation]

During your Mission Phase, you can discard 1 of your Chakras. In that case, look at all the cards in your opponent's hand.
Naruto Uzumaki

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Ninja N-US122 [Overflowing Chakra]

Valid:At the beginning of your turn, discard the top 2 cards of your Deck. This effect is negated while you have the "The Final Valley" Mission card in play.

Valid: This Ninja cannot be affected by your opponent's effects.
Sasuke Uchiha

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Ninja N-US123 [Overflowing Chakra]

Valid:At the beginning of your turn, discard the top 2 cards of your Deck. This effect is negated while you have the "The Final Valley" Mission card in play.

Valid: This Ninja cannot be affected by your opponent's effects.
Kimimaro

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Ninja N-US124 [Overflowing Chakra]

Valid:At the beginning of your turn, discard the top 2 cards of your Deck. This effect is negated while you have the "Power of State 2" Mission card in play.

Valid: This Ninja cannot be affected by your opponent's effects.

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