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Selasa, 18 Oktober 2011

kartu naruto 15

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Bikochu

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Client C-037 Effect: At the beginning of your turn, you can discard 1 of your Chakras with a "Wind" or/and "Fire" symbol. In that case, flip a Ninja Blade coin; If it's heads, you can move 1 Ninja card in your Discard Pile to the top of your Deck.
Yukie Fujikaze

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Client C-US001 Effect: When your opponent uses a Jutsu card with 2 or more specific symbols, you can flip a Ninja Blade coin; if it's heads, negate and send the Jutsu card to its original owner's Chakra area and then send this Client to your Chakra area.
Uzumaki Formation

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Jutsu J-276 Requirement: "Naruto Uzumaki"

Target: User

Effect: Look at the top 3 cards of your Deck and return them in any order you like to the top of the same Deck. While this Jutsu card is in your Chakra area, your in-play "Naruto Uzumaki" gets "Clone Status".
Information Analysis

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Jutsu J-277 Target: User

Effect: If the user is Battling as an Attacker, the target gets +2 "Mental Power" during this turn. If the user is Battling as a Blocker, the target gets +3 "Mental Power" during this turn.
Sealing Trap

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Jutsu J-278 Target: Every Ninja Battling against the user

Effect: Flip a Ninja Blade coin once for each target. Every Ninja that got heads gets -2/-2 during this turn.
Mad Dance of Infinity

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Jutsu J-279 Requirements: "Rock Lee"

Target: 1 Ninja

Effect: Reveal up to 4 cards from the top of your Deck. Give 1 Damage to the target for each Ninja among the cards you revealed by this effect. Then, return the revealed cards to your Deck and shuffle it.
Falcon Drop

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Jutsu J-280 Requirements: "Sasuke Uchiha"

Target: 1 Ninja Battling against the user with an Entrance cost of X or lower

Effect: Change the target to injured status. X = the Combat value of the user.
Lightning Blade Single Slash

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Jutsu J-281 Requirements: "Kakashi Hatake"

Target: Every Ninja Battling against the user

Effect: Give 1 Damage to the target.
Orochimaru's Secret Drug

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Jutsu J-282 Target: User

Effect: The target gets "Secret Pills" and +3/+3 during this turn. At the end of the turn, place a Ninja Blade coin symbolizing -1/-1 on the target.
Animalization

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Jutsu J-283 Requirements: "Secret Pills"

Target: User

Effect: The target gets +3/+3 during this turn. Additionally, if the target's Team wins a Victory, it becomes an Outstanding Victory. Move the target to its original owner's Chakra area at the end of the turn.
Exceptional Force

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Jutsu J-284 Requirements: "Fool" Combat Attribute

Target: User

Effect: Regardless of its Team Power or Team Mental Power, the target's Team wins a Victory during the Showdown of the current turn. However, this effect is negated if your opponent has 1 or more "Satoosa" or "Sannin" or higher Rank Ninjas in play.
Insect Attractant Jutsu

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Jutsu J-285 Requirements: "Insect" Combat Attribute

Effect: You can look at the top 4 cards of your Deck and move any number of them to your Chakra area. Then, return the rest, if there is any, and shuffle your Deck.
SInsect Wall Jutsu

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Jutsu J-286 Requirements: "Insect" Combat Attribute

Target: Every Ninja in the user's Team

Effect: During this turn, the target cannot receive any Damage or be changed to injured status except as a result of the Showdown.
Sand Levitation

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Jutsu J-287 Requirements: "Sand" Combat Attribute + "An Entrance cost of 4 or more"

Target: Every Ninja in the user's Team

Effect: The target cannot be the target of your opponent's Jutsu cards during this turn.
Double Sand Blade

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Jutsu J-288 Requirements: "Sand" Combat Attribute + "An Entrance cost of 4 or more"

Target: 1 Ninja

Effect: Flip a Ninja Blade coin. If it's heads, give 1 Damage to the target. If it's tails, give 2 Damage to it.
Mind Destruction Jutsu

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Jutsu J-289 Requirements: "Mind" Combat Attribute

Target: (1) The Head Ninja Battling against the user
(2) 1 of the Back Ninjas Battling against the user

Effect: Compare the current Combat values of target (1) and target (2). Give 1 Damage to the Ninja with the lower value.
Hundred Power Palmse

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Jutsu J-290 Requirements: "Hinata Hyuga"

Target: The Head Ninja Battling against the user

Effect: If the user is Battling as a Blocker, give 1 Damage to the target.
8 Trigrams 64 Palms for Defense

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Jutsu J-291 Requirements: "Hinata Hyuga"

Target: User

Effect: If the user is Battling as a Blocker, the target gets +6/+6 during this turn. Additionally, the target cannot be the target of your opponent's Jutsu cards during this turn.
Thousand Bee Stings Jutsu

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Jutsu J-292 Requirements: "Bee" Combat Attribute

Target: 1 of your opponent's Ninjas

Effect: The target gets -2/-2 OR -2 "Mental Power" during this turn.
Bee Bomb Jutsu

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Jutsu J-293 Requirements: "Bee" Combat Attribute

Target: 1 of your opponent's Ninjas

Effect: Flip a Ninja Blade coin twice; If you get heads at least once, give 1 Damage to the target.
Honey Jutsu

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Jutsu J-294 Requirements: "Bee" Combat Attribute

Target: 1 Ninja Battling against the user

Effect: Flip a Ninja Blade coin 3 times. During this turn, the target gets -2/-2 for each heads you get. Additionally, if you get heads 2 or more times, give 1 Damage to the target.
Summoning Jutsu

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Jutsu J-295 Requirements: "Bee" Combat Attribute

Effect: Place this Jutsu card in the user's Team as the Head Ninja with "Power: 5/0." Move this card to your Chakra area when it receives any Damage or at the end of this turn.
Blazing Rasengan

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Jutsu J-296 Requirements: "Naruto Uzumaki" + "Clone Status"

Target: User

Effect: The target gets +8/+0 during this turn. Additionally, if the target's Team wins a Victory or an Outstanding Victory, return 1 of the Ninjas Battling against the target to the bottom of its original owner's Deck.
Fire Style: Flame Flower

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Jutsu J-297 Requirements: "Sasuke Uchiha"

Target: 1 Ninja

Effect: Flip a Ninja Blade coin 3 times. Give 1 Damage to the target for each heads.
Shadow Clashing Palm Jutsu

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Jutsu J-298 Requirements: "Shikamaru Nara" + "Chunin" or higher Rank

Target: X number of Ninjas in 1 of your opponent's Teams

Effect: Give 1 Damage to the target. X cannot exceed the number of cards in your hand - the number of cards in your opponent's hand.
Heaven's Dance of Hazy White

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Jutsu J-299 Requirements: "Hinata Hyuga"

Target: User

Effect: Reveal the top card of your Deck until you reveal a Jutsu or a Mission card, or your Deck is depleted. During this turn, the target gets +2/+2 for each card that was revealed by this effect. Then, return the card(s) to your Deck and shuffle it.
Last Resort: Eight Gates Assault

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Jutsu J-300 Requirements: "Neji Hyuga" or "Byakugan" + "An Entrance cost of 4 or more"

Target: Head Ninja Battling against the user

Effect: Give 1 Damage to the target and flip a Ninja Blade coin; If it's heads, give 1 additional Damage to the target.
Supreme Ninjutsu: One's Own Ru

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Jutsu J-301 Requirements: "Might Guy"

Target: User

Effect: Flip a Ninja Blade coin 3 times. During this turn, the target gets +5/+0 for each heads you get during the flips. If you get tails 3 times, give 1 Damage to the target.
Parasitic Insects: Whirlwind

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Jutsu J-302 Requirements: "Shino Aburame"

Target: X number of Ninjas

Effect: Give 1 Damage to the target. X = the total number of "Parasitic Insects: Whirlwind" Jutsu cards and Jutsu cards with "Requirements: 'Insect' Combat Attribute" in your Discard Pile.
Fire Style: Flame Rasengan

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Jutsu J-303 Requirements: "Jiraiya"

Target: User

Effect: The target gets +5/+0 during this turn. Additionally, if the target's Team wins a Victory or an Outstanding Victory, select and discard 1 of the Ninjas Battling against the target.
Green Impact

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Jutsu J-304 Requirements: "Naruto Uzumaki" + "Taijutsu" Combat Attribute

Target: 1 Ninja Battling against the user

Effect: Flip a Ninja Blade coin 3 times. If you get heads 2 or more times, discard the target. Additionally, if you get heads at least once, the user gets +3/+0 during the turn.
Food Pills

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Jutsu J-US057 Target: User

Effect: The user gets +2/+2 during the turn. Additionally, during this turn, the user cannot receive any Damage except during the Showdown.
Sexy Jutsu

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Jutsu J-US058 Requirements: "Male"

Target: Every "Male" Ninja Battling against the user

Effect: The user changes from "Male" to "Female" during this turn. The target's Mental Power becomes 0 during this turn.
Food Pills

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Jutsu J-US059 Target: User

Effect: The user gets +2/+2 during this turn. Additionally, if the target is in injured status at the end of this turn, heal the target.
Attack to the Weakest Point

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Jutsu J-US060 Target: 1 of the Ninjas with the lowest original printed Entrance cost in the Team Battling against the user

Effect: Change the target to injured status.
Sealing Jutsu: Fire Seal

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Jutsu J-US061 Effect: Look at all the cards in your opponent's hand and select and discard 1 Jutsu card with a "Fire" symbol, if they have any.
Byakugan

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Jutsu J-US062 Requirements: "Byakugan"

Effect: Discard up to X number of cards in your opponent's hand at random. X = the number of cards with an "Earth" symbol in your Chakra area. The maximum value of X is 2.
Absent-Mindedness

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Jutsu J-US063 Target: User

Effect: The target cannot be the target of your opponent's Jutsu cards during this turn. Additionally, the target gets -2/-2 during this turn.
8 Trigrams Palms Rotation

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Jutsu J-US064 Requirements: "Byakugan" + "An Entrance cost of 4 or more"

Target: (1) Every Ninja in the user's Team
(2) Every Ninja Battling against the user

Effect: Target (1) cannot be the target of your opponent's Jutsu cards during this turn. Additionally, Flip a Ninja Blade coin; if it's heads, give 1 Damage to target (2). If it's tails, target (2) becomes a Stand-By Ninja.
Chidori

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Jutsu J-US065 Requirements: "Sasuke Uchiha" or "Kakashi Hatake"

Target: User

Effect: The target gets +5/+0 during this turn. Additionally, if the target's Team wins a Victory or an Outstanding Victory, give 1 Damage to 1 of your opponent's Healthy Stand-By Ninjas.
Lightning Blade

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Jutsu J-US066 Requirements: "Kakashi Hatake"

Target: 1 Ninja Battling against the user

Effect: If your opponent has 5 or more Battle rewards, discard the target. If your opponent has 4 or less Battle rewards, give 1 Damage to the target. Additionally, the user gets +X/+X during this turn. X = the number of your opponent's Battle Rewards.
Double Knock Out

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Jutsu J-US067 Target: "User"

Effect: During this turn, the next time that the target receives any Damage by your opponent's Jutsu cards, the user of those Jutsu cards receive the same amount of Damage. Additionally, the next time that the target receives any Damage by the effects of your opponent's Ninja cards during this turn, those Ninjas receive the same amount of Damage.
Blade Manipulation Jutsu

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Jutsu J-US068 Requirements: "Chunin" or higher Rank

Target: 1 of your opponent's Ninjas with an original printed Entrance cost of 1 or less

Effect: Give 1 Damage to the target.
Preparation for the Victory

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Jutsu J-US069 Effect: Move 2 cards in your Discard Pile to your Chakra area.
Subjective

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Jutsu J-US070 Target: 1 Jutsu card being used with "Target: 1 Ninja"

Effect: Change the target of the target to another applicable target. The effect of the target is applied only to the new target.
Super Genius

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Jutsu J-US071 Target: User

Effect: The target gets +3 Mental Power during this turn and the next turn.
Awakening of the Monster

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Jutsu J-US072 Requirements: "Gaara of the Desert" + "An Entrance cost of 2 or more"

Effect: Move the user to your Chakra area. In that case, put 1 "Shukaku" Ninja card from your hand in play in the same Team and in the same position as the user was ignoring the Entrance requirements.
Sacrifice

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Jutsu J-US073 Target: (1) User
(2) 1 Ninja in the same Team as the user except target (1)

Effect: During this turn, while target (1) is in play, if target (2) would receive any Damage, give that Damage to target (1) instead.
Intake of Chakra

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Jutsu J-US074 Effect: Select and discard X number of your opponent's Chakras.
Outsmarting the Opponent

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Jutsu J-US075 Effect: If your opponent draws 1 or more cards by the effect of their Jutsu cards and its effect is applied successfully during this turn, randomly select and discard the same amount of cards from your opponent's hand.
Invisible Attack

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Jutsu J-US076 Target: 1 of your Jutsu cards being used with "Target: 1 Ninja Battling against the user"

Effect: Change the target of the target to "Target: 1 Ninja" and select the new applicable target of the target The effect of the target is applied only to the new target.
Information about Orochimaru

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Mission M-268 Counter

Effect: Look at the top 3 cards of your Deck and move any number of them to your Chakra area. Then, return the rest, if there is/are any, and shuffle your Deck.
Dull-Witted Brothers

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Mission M-269 Permanent (2)

Effect: Every in-play Ninja's "Mental Power" is considered to be 0.
Mission of Recapturing Prisoners

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Mission M-270 Counter Permanent (2)

Effect: Each of your opponent's in-play "Prisoner" Ninjas cannot be sent out to Battle.
Screw-Up

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Mission M-271 Counter Permanent (2)

Effect: Each time a player wins 1 or more Battle Rewards, they must discard the same amount of their Chakras if they have any. If the player has less Chakras than the Battle Rewards they won, they discard all of their Chakras.
Tsunade's Guess

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Mission M-272 Effect: Select either "Ninja card" or "Jutsu or Mission card" and reveal the top 4 cards of your Deck. If you have 1 or more selected type cards among the revealed cards, select 1 of the selected type cards among them and place it in your hand. If not, discard all the cards revealed by this effect.
Mutual Deception

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Mission M-273 Effect: Flip a Ninja Blade coin. If it's heads, you draw 2 cards. If it's tails, your opponent draws 1 card.
Frustrated Ambition

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Mission M-275 Target Every in-play "Permanent" Mission card

Effect: Return the target to its original owner's hand.
Signs of Madness

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Mission M-276 Target: 1 of your in-play "Chunin" or higher Rank Ninjas

Effect: Discard the target to win 1 Battle Reward.
Grudge about Food

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Mission M-277 Permanent (1)

Effect: Your opponent cannot draw any card(s) during their Start Phase. Additionally, all of your opponent's in-play Ninjas get +1/+1.
Becoming a Pupil

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Mission M-278 Permanent

Target: 1 Ninja with an Entrance cost of 2 or less

Effect: Attach this card to the target. While this card is attached, the target gets "Medical" and its Combat Attribute is changed to "Medicine". (If you attach this card to your opponent's Ninja, they control this card.)
Blush

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Mission M-279 Counter Permanent (2)

Effect: Any "Female" Ninja in the same Team as 1 or more "Male" Ninja cannot be sent out to Attack.
Gaining Time

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Mission M-280 Permanent (3)

Effect: Each time a player wins an Outstanding Battle Reward, that player wins 1 Battle Reward instead.
Battle between Insect Tamers

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Mission M-281 Effect: If you have 1 or more Ninjas with an "Insect" Combat Attribute in play, put 2 Ninja Blade coins (each symbolizing an Insect coin) in play. Each Insect coin is considered to be a Ninja with "Power: 0/1" (Healthy and Injured status) While you have this Mission card in your Chakra area, you cannot deploy any Ninjas.
Training in the Moonlight

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Mission M-282 Effect: During this turn, each of your Chakras that is discarded to pay a Jutsu cost may be counted as 1 or 2 Chakras with the same symbol. (If a card has 2 or more symbols, select 1 of them.)
Hinata in Captivity

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Mission M-283 Permanent (3)

Effect: Your opponent cannot win any Battle Rewards. However, during their Mission Phase, your opponent can discard 2 of the cards in their hand to discard this Mission card.
Look for the Rare Bikochu

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Mission M-284 Permanent (3)

Effect: At the end of your turn, you can flip a Ninja Blade coin twice. If you get heads both times, search for any Ninja card in your Deck, show it to your opponent, and place it in your hand. In that case, shuffle your Deck and discard this card.
Hive with Gigantic Larvae

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Mission M-285 Permanent (3) 1 of your Ninjas

Effect: At the beginning of of your opponent's turn, they must select and discard 1 of their Chakras if they have any.
The Light and the Darkness

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Mission M-US051 Target: Every in-play "Naruto Uzumaki" with no Growth coins and "Gaara of the Desert" with no Growth coins

Effect: Place 2 Growth coins on the target.
From the Teacher to the pupil

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Mission M-US052 Permanent

Effect: Each Growth coin on your non-platoon "Leaf" + "Genin" Ninja(s) in the same Team as 1 or more "Leaf" + "Jonin" is treated as a Growth coin symbolizing +2/+2.
The Path to Hakage

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Mission M-US053 Permanent (2)

Target: 1 of your in-play "Genin" Ninjas

Effect: Select 1 Combat Attribute. While this card is in play, the Combat Attribute of the target becomes the same Combat Attribute as you selected.
Promotion to Chunin

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Mission M-US054 Permanent (2)

Target: 1 of your non-platoon "Chunin" Ninjas

Effect: When you are the Attacker, at the beginning of the Battle Phase, you may move the target into any of your Teams.
The Last Bite

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Mission M-US055 Permanent

Effect: At the end of your turn, if you don't have any cards in your Chakra area, you can select and move 1 card in your Discard Pile to your Chakra area.
Kunoichi VS Kunoichi

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Mission M-US056 Permanent (2)

Effect: While your Team with only "Female" Ninja(s) is Battling, the effect texts of any "Male" Ninja in your opponent's Team Battling against that Team are negated. Additionally, effect texts of any "Female" Ninjas in that Team cannot be negated.
Absolute Obedience

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Mission M-US057 Permanent (3)

Target: Each of your Ninjas with "Proctor"

Effect: If the target is discarded due to the Showdown, after the Showdown, select and give 1 Damage to 1 Ninja that just Battled against the target's Team during that turn.
The Final Tournament Started!

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Mission M-US058 Counter

Effect: During this turn, only "Genin" only Ninjas can be sent out to Battle.
Elimination

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Mission M-US059 Permanent (3)

Effect: At the end of each player's turn, that player must select and give 1 Damage to 1 of their in-play Ninjas with "Mental Power" of 0 or less if they have any.
Rising Gate

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Mission M-US060 Permanent (2)

Effect: Cards in a player's Chakra area cannot be discarded by the opponent's effects.
No Talent Whatsoever!

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Mission M-US061 Permanent (2)

Target: 1 of your opponent's Ninjas

Effect: After this card is played, if the target does not become the user of a Jutsu card before this Mission card is sent to your Chakra area by removing the last Ninja Blade coin on it, discard the target.
I will protect you until I die

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Mission M-US062 Permanent (3)

Effect: Each of your Teams gets +1 Team Power and +1 Mental Power while it is Battling as a Blocker.
Faith Between the Teacher and th

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Mission M-US063 Effect: If you have either "Rock Lee" or "Might Guy" in play, and the other one in your Discard Pile or in your Chakra area, move up to 1 copy of the one that is currently in your Discard Pile or in your Chakra area to your hand.
Check Book

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Mission M-US064 Effect: If you have 6 or more cards in your Chakra area, discard 5 of them and draw 3 cards.
Millionaire

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Mission M-US065 Effect: This Mission card can only be played when you have 5 or more cards in your Chakra area. Discard X number of your Chakras. In that case, flip a Ninja Blade X times. Draw 1 card for each heads you got during the flip(s). The maximum value of X is 4.
Blowout

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Mission M-US066 Permanent (2)

Effect: If 5 or more of your Chakras are discarded on a single occasion, select and move 2 of the cards in your Discard Pile to your hand at the end of the turn.
Separation

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Mission M-US067 Permanent (2)

Target: 1 of your opponent's Ninjas

Effect: Your opponent organizes a Team with only the target. Then, attach this card to the target and place 2 Growth coins on the target. After this card is attached, your opponent controls this card. While this card is attached, the target cannot be included in any other Team.
Settling the Fight

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Mission M-US068 Permanent (3)

Effect: Every Team with only 1 Ninja Battling against the opponent's Team with only 1 Ninja skips the Showdown.
Legendary Sitting Duck

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Mission M-US069 Permanent (3)

Effect: Every time your opponent flips a Ninja Blade coin(s) on a single occasion, each result is considered to be tails.
Important Things

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Mission M-US070 Target: 1 of your Ninjas

Effect: Discard X number of your Battle Rewards. In that case, place X number of Ninja Blade coin(s) symbolizing "Mental Power +2" on the target. The maximum number of X is 2.
Ominousness

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Mission M-US071 Counter Permanent (3)

Effect: At the end of each player's turn, that player flips a Ninja Blade coin. If it's tails, that player must select and give 1 Damage to 1 of their in-play Ninjas if they have any.
Phobia

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Mission M-US072 Counter Permanent (3)

Target: 1 Ninja

Effect: Attach this card to the target. If the target's Team is opposed by a Team with 1 or more injured Ninjas, the target's Team gets -3 Team Power during the turn. (If you attach this card to your opponent's Ninja, they control this card.)
Overlapping Images

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Mission M-US073 Target: 1 of your Ninjas

Effect: Select 1 Ninja card with an Entrance cost of 4 or less in your Discard Pile. If you don't have a Ninja with the same name as the selected Ninja in play, the target is considered to be the same Ninja during this turn.
Broke

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Mission M-US074 Counter Permanent (2)

Effect: Every time your opponent draws 1 or more cards due to their effect and its effect is applied successfully, randomly select and discard the same amount of cards from your opponent's hand.
Death

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Mission M-US075 Permanent (2)

Target: 1 of your opponent's in-play Ninjas

Effect: At the end of each of your opponent's turns, If the target was not sent out to Battle during that turn, give 1 Damage to the target.
Putting off the Promise

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Mission M-US076 Target: 1 in-play Permanent (X) Mission card

Effect: Flip a Ninja Blade coin; If it's heads, place 2 Ninja Blade coins on the target. If it's tails, place 1 Ninja Blade coin on the target.
A Shadow in the Moonlight

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Mission M-US077 Effect: Reveal the top 4 cards of your Deck. Then, select 1 Ninja card among the cards, if there is any, show it to your opponent, and place it in your hand. Then, return the rest and shuffle your Deck.
Impatience

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Mission M-US078 Target: Every injured Ninja

Effect: Your opponent may organize their Teams. The target cannot be sent out to Battle during this turn.
Acquaintance

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Mission M-US079 Permanent (1)

Effect: Your opponent may organize their Teams when you play this Mission card. Teams with 2 or more different symbols cannot be sent out to Battle. (When a player organizes their Teams, a Ninja with 2 or more symbols is treated as a Ninja with only 1 of the symbols of the controller's choice during the turn.)
Deal Behind the Scenes

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Mission M-US080 Effect: Discard 2 cards from your hand. In that case, select and move up to 2 of your opponent's Battle Rewards to your hand.
Wipe Out

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Mission M-US081 Target: Every Ninja

Effect: Discard every Permanent (X) Mission cards attached to the target.
Waiting for the Arrival

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Mission M-US082 Permanent (3)

Target: 1 Ninja

Effect: Attach this card to the target. If the target is discarded while this card is attached, move the target, in Healthy status, to the opponent's Village instead. If that player already has a Ninja(s) with the same name in play, discard that Ninja(s). If moved in this way, the target cannot be sent out to Battle during the turn, and this card is sent to the Chakra area. (If you attach this card to your opponent's Ninja, they control this card.)
Rejection

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Mission M-US083 Permanent (3)

Effect: Ninjas that are being sent out to Battle cannot become Stand-By Ninjas during the Exchange of Jutsu.
Getting Scent of the Hostility

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Mission M-US084 Permanent (2)

Effect: Positions of Ninjas in any Teams cannot be changed by the opponent's effects.
Stubborn

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Mission M-US085 Permanent

Effect: Each player can have 2 or more Clients in play in their Village.
Just Like Drifting Clouds

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Mission M-US086 Permanent (2)

Effect: During your mission phase, you can exchange all the cards in your hand with the same amount of cards from the top of your Deck. In that case, shuffle your Deck and draw 1 card.
Naruto Uzumaki

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Ninja N-307 [Great Fool]

Valid: While this Ninja is in injured status, neither player can discard or send any cards in the opponent's hand to their Chakra area by their effects.
Sasuke Uchiha

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Ninja N-308 [Divergent Paths]

Valid: This Ninja cannot be sent out to Battle in the same Team as any "Leaf" Ninjas.
Ino Yamanaka

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Ninja N-309 [Leadership]

Every "Leaf + Genin" Ninja in this Ninja's Team except this Ninja gets +1/+1.
Neji Hyuga

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Ninja N-310 [Reconciliation with the Main Household]

Valid: Any Ninja(s) in this Ninja's Team including this Ninja cannot be affected by any of your opponent's Mission cards.
Tenten

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Ninja N-311 [Projectile Weapons]

This Ninja can use a Jutsu with a Jutsu cost of 1 or 2 without paying the Jutsu cost.
Pakkun

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Ninja N-312 [Small Tracker]

When you are the Attacker, at the beginning of the Battle Phase, you may move this in-play Ninja into any of your Teams. When this Ninja's Team wins 1 or more Battle Rewards, you can select up to 1 of your opponent's Battle Rewards at random and return it to its original owner's hand.
Anko Mitarashi

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Ninja N-313 [Blocking the Ambition]

When this Ninja is sent out to Attack as a Head Ninja, you can move 1 of your opponent's in-play "Permanent" Mission cards to their Chakra area.
Yugao Uzuki

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Ninja N-314 [Sword for Vengeance]

Valid: When your Ninja with an Entrance cost of 3 or more is discarded after being in play, place 1 Growth coin on this Ninja. The maximum number of Growth coins this Ninja can have at any time due to this effect is 2.
Shizune

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Ninja N-315 [Excellent Medical Skills]

While this Ninja is Battling as a Back Ninja, if the Head Ninja of this Ninja's Team receives any Damage during the Showdown, you can discard 1 of your Chakras with a "Wind" symbol. In that case, reduce the Damage to that Ninja by 1.
Kakashi Hatake

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Ninja N-316 [Gifted Ninja of the Leaf Village]

Valid: If this Ninja becomes the user of 1 or more Jutsu cards, draw 1 card at the end of that turn.
Might Guy

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Ninja N-317 [Ultimate Two-Step Strategy]

Valid: If this Ninja's Team is Defeated, Completely Defeated, or Draws, place 1 Growth coin on this Ninja.
The Third Hokage

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Ninja N-318 [Professor]

Valid: When this Ninja is put in play, place 3 Ninja Blade coins symbolizing +1/+1 on it. At the beginning of each of your turns, you can discard 2 of your Chakras. If you do not, remove 1 of those coins.
Jiraiya

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Ninja N-319 [Person of Endurance]

This Ninja is unaffected by the effects of your opponent's Ninja, Mission, or Client cards.
Orochimaru

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Ninja N-320 [Master of every Jutsu]

This Ninja can use any Jutsu card with a "Water" symbol and printed Jutsu cost of 3 or less regardless of the Jutsu card's Requirements. (Each specific symbol in the Jutsu cost also counts as 1.)
Tsunade

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Ninja N-321 [Medical Expert]

Valid: When this Ninja is sent out to Attack, you can discard 1 of your Chakras with a "Wind" symbol. In that case, heal 1 of your injured Ninjas in this Ninja's Team except this Ninja.
Haku

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Ninja N-322 [Real Face behind the Mask]

Valid: If this Ninja's Team would win 1 or more Battle Rewards, you can draw the same number of cards instead of winning those Battle Rewards.
Zabuza Momochi

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Ninja N-323 [Suicide Attack]

Valid: When this Ninja is discarded as a result of the Showdown or by the effect of your opponent's Ninjas, give 2 Damage to 1 of your opponent's Ninjas that just Battled against this Ninja. This effect cannot be negated.
Kisame Hoshigaki

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Ninja N-324 [Chakra Eater Sword]

When this Ninja is put in play, you can select and discard up to 3 of your opponent's Chakras.
Naruto Uzumaki

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Ninja N-325 [Clue to Sasuke's Whereabouts]

Valid: While this Ninja is in in injured status, each time your opponent puts their Ninja with both a "Water" symbol and an Entrance cost of 3 or less in play, you can draw 1 card.
Sasuke Uchiha

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Ninja N-326 [Simple Provocation]

When this Ninja's Team is Blocked, you can flip a Ninja Blade coin; If it's heads, switch the positions of the Head Ninja and 1 of the Back Ninjas of your opponent's Team Battling against this Ninja. The selected Back Ninja must be a "Genin" Ninja.
Sakura Haruno

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Ninja N-327 [Pupil]

While this Ninja is in the same Team as another Ninja with "Medicine" Combat Attribute, this Ninja gets the following effect text:

At the end of your turn, you can discard 1 of your Chakras with a "Wind" symbol. In that case, heal 1 of your injured Ninjas.
Kiba Inuzuka

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Ninja N-328 [Bond with Akamaru]

When this Ninja is put in play, you can put 1 "Akamaru" Ninja card in your Discard Pile or your Chakra area in play.
Shino Aburame

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Ninja N-329 [Secret Plan]

All Mission cards in your opponent's hand get +1 Entrance cost.
Hinata Hyuga

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Ninja N-330 [Overcoming the Weakness]

Valid: When this Ninja is sent out to Battle in injured status, place 1 Growth coin on it at the end of the turn.
Rock Lee

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Ninja N-331 [Full Recovery]

Valid: At the beginning of your turn, if this Ninja is in injured status, flip a Ninja Blade coin; If it's heads, heal this Ninja.
Konohamaru Ninja Squad

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Ninja N-332 [The Future Elite]

No Mission cards can be negated.
Kakashi Hatake

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Ninja N-333 [Anbu Days]

When this Ninja is put in play, you can select up to 2 of the "Ninja Dog" Ninjas from your Chakra area and/or Discard Pile and put it/them in play.

When this Ninja is sent out to Battle, this Ninja gets +1/+1 for each of your in-play "Ninja Dog" Ninjas during the turn.
The Fifth Hokage

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Ninja N-334 [Endless Duties]

Valid: In order to send this Ninja out to Attack, you must flip a Ninja Blade coin; if it's tails, you cannot send this Ninja out to Attack during the turn unless you discard 1 of your Chakras.

If this Ninja's Team wins a Victory, it becomes an Outstanding Victory.
Mizuki

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Ninja N-335 [Contact with Orochimaru]

Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras to place 3 Ninja Blade coins symbolizing +1/+1 on this Ninja. Each of the coins changes into a Ninja Blade coin symbolizing -1/-1 at the end of the turn.
Tsubaki

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Ninja N-336 [Fiancee]

At the end of your opponent's turn, you can return 1 "Prisoner" Ninja in your Chakra area or Discard Pile to the top of its original owner's Deck.
Fujin

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Ninja N-337 [Legendary Foolish Brothers]

Valid: While you have "Raijin" in play, this Ninja gets +2/+0. While your opponent has 1 or more "Satoosa" or "Sannin" or higher Rank Ninjas in play, this Ninja gets -3/+0.
Raijin

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Ninja N-338 [Legendary Foolish Brothers]

Valid: While you have "Fujin" in play, this Ninja gets +2/+0. While your opponent has 1 or more "Satoosa" or "Sannin" or higher Rank Ninjas in play, this Ninja gets -3/+0.
Gaara of the Desert

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Ninja N-339 [Narrow Escape]

While this Ninja is Battling, any Ninja in this Ninja's Team, including this Ninja, cannot become a Stand-By Ninja by the effects of your opponent's Jutsu cards.
Suzumebachi

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Ninja N-340 [Revival of the Kamizuru Clan]

When this Ninja's Team wins 1 or more Battle Rewards, you can place 1 Growth coin on another in-play Ninja with a "Bee" Combat Attribute.
Jibachi

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Ninja N-341 [Revival of the Kamizuru Clan]

When this Ninja's Team wins 1 or more Battle Rewards, you can place 1 Growth coin on another in-play Ninja with a "Bee" Combat Attribute.
Kurobachi

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Ninja N-342 [Revival of the Kamizuru Clan]

When this Ninja's Team wins 1 or more Battle Rewards, you can place 1 Growth coin on another in-play Ninja with a "Bee" Combat Attribute.
Naruto Uzumaki

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Ninja N-343 [The Green Beast]

While you have 1 or more other Ninjas with a "Taijutsu" Combat Attribute in play, this Ninja's healthy status Combat value becomes the same as its injured status Combat value.
Naruto Uzumaki & Sasuke Uchiha

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Ninja N-US066 [Explosion of the Ultimate Jutsu]

Valid: While this Ninja is Battling, you can reduce the cost of 1 "Rasengan" or "Chidori" Jutsu card used by this Ninja by 1 "Lightning" or 1 "Fire". Additionally, that Jutsu card cannot be negated.
Naruto Uzumaki & Kiba Inuzuka

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Ninja N-US067 [The Fellows to Fight Together]

Valid: When you are the Attacker, at the beginning of the Battle Phase, you can move 1 of your in-play "Ninja Dog" Ninjas or 1 of your in-play "Ninja Toad" Ninjas into this Ninja's Team.
Naruto Uzumaki & Neji Hyuga

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Ninja N-US068 [The Genius and the Knucklehead]

If this Ninja is put in play by sending your in-play "Naruto Uzumaki" to your Chakra area, you can send 1 of your opponent's Battle Rewards at random to your Chakra area face up. If this Ninja is put in play by sending your in-play "Neji Hyuga" to your Chakra area, draw 2 cards.
Gaara of the Desert

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Ninja N-US069 [Formation of Sand]

During your Mission Phase, you can select and move 1 card with a "Wind" symbol in your Discard Pile to your Chakra area.
Gaara of the Desert

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Ninja N-US070 [Sand Coffin]

"During your Mission Phase, you can discard 2 of your Chakras with a "Wind" symbol. In that case, select 1 of your opponent's Ninjas. The selected Ninja cannot Block this Ninja's Team this turn.
Temari

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Ninja N-US071 [Optimistic Idea]

"During your Mission Phase, you can discard 2 of your Chakras with a "Wind" symbol. In that case, select and discard 1 in-play "Permanent" Mission card.
Gamakichi

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Ninja N-US072 [The First-born Son of the Gama Clan]

During your Mission Phase, you can discard 2 of your Battle Rewards. In that case, you can put 1 "Ninja Toad" Ninja in your hand in play ignoring the Entrance requirements.Valid: This Ninja cannot be the user of Jutsu cards.
Kabuto Yakushi

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Ninja N-US073 [Orochimaru's Right Hand]

While this Ninja is in the same Team as "Orochimaru", that "Orochimaru" cannot receive any Damage during the Showdown.
Kabuto Yakushi

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Ninja N-US074 [Information Sources]

At the end of your turn, you can reveal the top card of your Deck. In that case, place it in your hand and move 1 of the cards in your hand to the bottom of your Deck.
Kankuro

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Ninja N-US075 [Fear of the Puppets]

During your Mission Phase, you can discard 2 of your Chakras. In that case, you can search for 1 "Puppet" Ninja card in your Deck, show it to your opponent and place it in your hand.
Sakura Haruno

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Ninja N-US076 [Toughness]

Valid: While this Ninja is Battling in injured status and receives any Damage, flip a Ninja Blade coin twice; if you get heads at least once, negate the Damage.
Tsunade

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Ninja N-US077 [Expert of Medical Ninjutsu]

At the beginning of your turn or at the end of your turn, you can discard 1 of your Chakras with a "Wind" symbol. In that case, heal 1 of your injured Ninjas.
Kisame Hoshigaki

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Ninja N-US078 [Big Sward "Shark Skin"]

When this Ninja is sent out to Attack and opposed, you can select and discard 1 of your opponent's Chakras. If this Ninja is sent out to Attack and not opposed, you can select and discard up to 2 of your opponent's Chakras at the end of the turn.
Naruto Uzumaki & Gamakichi

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Ninja N-US079 [Son's Favor]

Valid: Any "Ninja Toad" Ninja(s) in your hand gets -3 Entrance cost.

Valid: Every in-play "Ninja Toad" Ninja except this Ninja gets +1/+1.
Kimimaro

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Ninja N-US080 [For the Mission to Accomplish]

When this Ninja is put in play, you can move any number of "Four Sound Ninja" Ninja cards in your Discard Pile and/or in your Chakra area to the top of your Deck in any order you like.
Itachi Uchiha

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Ninja N-US081 [The Weakness of the Strong]

At the beginning of your turn, you can select 1 of your opponent's in-play Ninjas with an Entrance cost of 6 or more. In that case, all the effect texts of the selected Ninja are negated during the turn and the next turn.
Neji Hyuga

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Ninja N-US082 [Radiation of Chakra from all over the Body]

When this Ninja becomes the user of a Jutsu card, you can pay its Jutsu cost from your hand in addition to your Chakra area.
The Third Hokage

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Ninja N-US083 [Adamantine Nyoi]

During your Mission Phase, you can discard 2 of your Chakras. In that case, search for 1 "Monkey King Enma" Ninja card in your Deck, show it to your opponent and place it in your hand. During the Exchange of Jutsu, you can discard 1 "Monkey King Enma" Ninja card from your hand to give this Ninja +5/+5 during the turn.
Neji Hyuga & Hizashi Hyuga

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Ninja N-US084 [Decoy of the Main Branch]

This Ninja can use the "8 Trigrams Palms Rotation" Jutsu card or "Gentle Fist Style: 8 Trigrams 64 Palms" Jutsu card without paying its Jutsu cost.

Valid:This Ninja cannot be affected by any of your opponent's Mission cards.
Kurenai Yuhi

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Ninja N-US085 [Wits and Beauty]

When this Ninja is put in play, you can discard 2 cards with a "Wind" symbol from your Chakra area. In that case, place 1 Growth coin on this Ninja.
Dotou Kazahana

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Ninja N-US086 [Great Ambition]

While this Ninja is Battling, this Ninja gets +X/+X. X = the number of cards with a "Water" symbol in your Chakra area. The maximum value of X is 5. (Even if you have 6 or more cards with a "Water" symbol in your Chakra area, X cannot be more than 5.)

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