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Jumat, 28 Oktober 2011

kartu naruto 16

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Teyaki Uchiha

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Client C-032 Effect: Each time your Ninja with "Uchiha" in its name is put in play, draw 1 card.
Uruchi Uchiha

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Client C-033 Effect: Each time your Ninja with "Uchiha" in its name is put in play, you can heal 1 of your injured Ninjas.
Leaf's Severe Hurricane

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Jutsu J-232 Target: User

Effect: The target gets +2/+0 during this turn. If the user has a "Taijutsu" Combat Attribute, it gets an additional +2/+0 during this turn.
Loopy Fist

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Jutsu J-233 Requirements: "Leaf"

Target: User and 1 Ninja Batting against the user

Effect: Give 1 Damage to the target.
Suicidal Action

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Jutsu J-234 Requirements: "Leaf"

Target: User and 1 Ninja Batting against the user

Effect: Give 1 Damage to the target.
Dynamic Marking

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Jutsu J-235 Requirements: "Akamaru"

Effect: Look at the top 5 cards of your opponent's Deck and return them to the top of the same Deck in the original order.

While this Jutsu card is in your Chakra area, each time your "Akamaru" is sent out to Attack, discard the top card of your opponent's Deck. This effect cannot be duplicated.
Wolf Fang Over Fang

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Jutsu J-236 Requirements: "Double-Headed Wolf"

Effect: Discard up to X number of cards from the top of your opponent's Deck. X = the user's current Combat value. The maximum value of X is 10. The "Wolf Fang Over Fang" Jutsu card's effect can only be applied once per turn per player.
Arhat Fist

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Jutsu J-237 Requirements: "Jirobo" + "State 2"

Target: User

Effect: If the target's Team wins a Victory or an Outstanding Victory during this turn, discard up to 3 of your opponent's Battle Rewards.
Spider Bow: Fierce Rip

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Jutsu J-238 Requirements: "Kidomaru" + "State 2"

Target: 1 Ninja

Effect: Flip a Ninja Blade coin twice; If you get heads at least once, give 2 Damage to the target.
Multiple Fists Barrage

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Jutsu J-239 Requirements: "Sakon" or "Ukon"

Target: User

Effect: The target gets +3/+0 during this turn.
Summoning Jutsu: Rashomon

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Jutsu J-240 Requirements: "Sakon" + "State 2"

Target: Every Jutsu card being played except this card

Effect: Negate and discard the target.
Parasitic Demon Jutsu

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Jutsu J-241 Requirements: "Ukon" + "State 2"

Effect: Select 1 of the cards in your opponent's hand at random and discard it. If the discarded card is a Ninja card, discard an additional card at random.
Summoning Jutsu

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Jutsu J-242 Requirements: "Tayuya"

Effect: Search for 1 "Doki" Ninja card in your Deck and place it in the user's Team as the Head Ninja. Then, shuffle your Deck.
Demon Revolution

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Jutsu J-243 Requirements: "Tayuya"

Target: Every Ninja Battling against the user

Effect: If the user is in the same Team as "Doki," the target's Power becomes X/X during this turn. X = the lowest value among the target's Combat and Support values.
Demon Flute: Chains of Fantasi

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Jutsu J-244 Requirements: "Tayuya" + "State 2"

Target: X number of Ninjas

Effect: The target gets +0/-3 during this turn.
Willow Dance

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Jutsu J-245 Requirements: "Kimimaro"

Target: User

Effect: The target gets +X/+0 during this turn. X = the total number of your opponent's in-play healthy Ninjas.
Camellia Dance

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Jutsu J-246 Requirements: "Kimimaro"

Target: User

Effect: The target gets +3/+3 during this turn.
Larch Dance

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Jutsu J-247 Requirements: "Kimimaro"

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.
Ultimate Defense: Shield of the

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Jutsu J-248 Requirements: "Gaara of the Desert" "An Entrance cost of 4 or more"

Target: The user's Battling Team

Effect: If the user is Battling as a Blocker, the target gets +10 Team Power or +10 Team Mental Power during this turn. If the target's Team wins an Outstanding Victory during this turn, it becomes a Victory.
Puppet Show ,Secret Black Move,

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Jutsu J-249 Requirements: "Kankuro"

Target: 1 Ninja Battling against the user

Effect: If the user is in the same Team as both "Crow" and "Black Ant," give 2 Damage to the target.
Cyclone Scythe Jutsu

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Jutsu J-250 Requirements: "Temari"

Target: 1 Ninja Battling against the user

Effect: Return the target to its original owner's hand. If the target has a "Water" symbol, move it to the bottom of its original owner's Deck instead.
Shadow Strangle Jutsu

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Jutsu J-251 Requirements: "Shadow" Combat Attribute + "Chunin" or higher Rank

Target: 1 Ninja Battling against the user

Effect: Flip a Ninja Blade coin; If it's heads, discard the target. If it's tails, the target gets -3/-3 during this turn.
Ninja Art: Spiral Spider Web

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Jutsu J-252 Requirements: "Kimimaro" + "State 2"

Target: 1 Back Ninja Battling against the user

Effect: Change the target to the Head Ninja of its Team. In addition, the target's Power becomes 0/0 during this turn.
Clematis Dance: Flower

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Jutsu J-253 Requirements: "Kimimaro" + "State 2"

Target: User

Effect: The target gets +5/+0 during this turn. Also, if the target's Team wins a Victory or an Outstanding Victory, give 2 Damage to 1 Ninja Battling against the target
Excellent Teamwork

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Jutsu J-254 Target: User's Team

Effect: The target gets +X Team Power or +X Team Mental Power during this turn. X = the total number of "Naruto Uzumaki," "Kiba Inuzuka," "Shikamaru Nara," "Choji Akimichi," and "Neji Hyuga" you have in play.
Rasengan

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Jutsu J-255 Requirements: "Naruto Uzumaki" + "Clone status"

Target: User's Team

Effect: The target gets +7/+0 during this turn. In addition, if the target's Team wins a Victory or an Outstanding Victory, you can move up to 2 of your opponent's Battle Rewards to your Chakra area face up.
Chakra Threads

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Jutsu J-256 Requirements: "Fuma Clan" + "An Entrance cost of 3 or more"

Target:

(1) User
(2) 1 Ninja Battling against the user's Team

Effect: During this turn, each time target (1) receives any Damage, give 1 Damage to target (2).
Chidori

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Jutsu J-259 Requirements: "Sasuke Uchiha" + "An Entrance cost of 3 or higher"

Target: User

Effect: The target gets +7/+0 during this turn. In addition, if the target's Team wins an Outstanding Victory, select up to 2 of the cards in your opponent's hand at random and discard them.
Fuma Ninja Sword: Horse Slayer

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Jutsu J-260 Requirements: "Fuma Clan"

Target: User

Effect: The target gets +3/+0 during this turn.
Demon Flute: Musical Manipulat

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Jutsu J-263 Requirements: "Tayuya"

Effect: Any Team cannot perform a Mental Power Battle during this turn and the next turn.
Bracken Dance

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Jutsu J-264 Requirements: "Kimimaro" + "State 2"

Target: Each of your opponent's Ninjas

Effect: Change the target to injured status.
Fuma Ninja Art: Binding Mandal

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Jutsu J-265 Requirements: "Fuma Clan" + "Satoosa"

Target: 1 Ninja

Effect: Flip a Ninja Blade coin; If it's heads, the target's Power becomes 0/0 during this turn. If it's tails, move the target to its original owner's hand.
Regenerative Healing Jutsu

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Jutsu J-266 Requirements: "Medical"

Effect: Move X number of cards in your Discard Pile to the top of your Deck in any order you like. X = the number of your in-play Ninjas with "Medical".
Sand Shower

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Jutsu J-267 Requirements: "Sand" Combat Attribute

Target: 1 Ninja

Effect: Flip a Ninja Blade coin; If it's heads, give 1 Damage to the target.
Sand Tsunami

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Jutsu J-268 Requirements: "Sand" Combat Attribute + "An Entrance cost of 4 or more"

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

Effect: Change the target to injured status.
Giant Sand Burial

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Jutsu J-269 Requirements: "Sand" Combat Attribute + "An Entrance cost of 4 or more"

Target: All of your opponent's injured Ninjas

Effect: Discard the target.
Sand Tomb

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Jutsu J-270 Requirements: "Sand" Combat Attribute + "An Entrance cost of 4 or more"

Target: 1 Ninja

Effect: Move the target to the bottom of its original owner's Deck.
Ninja Art: Wind Spider

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Jutsu J-271 Requirements: "Jigumo"

Target:

(1) User's Team
(2) 1 of your Battling Teams

Effect: Place every Ninja of target (1) in any position in target (2).
Ninja Art: Doodlebug Jutsu

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Jutsu J-272 Requirements: "Kagero"

Target:Every Ninja Battling against the user

Effect: Flip a Ninja Blade coin twice for each target. Discard every Ninja that got heads both times.
Kagero Ninja Art: Bubbles

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Jutsu J-273 Requirements: "Kagero" + "Female"

Target: 1 Ninja

Effect: Give 2 Damage to the target. Move the user to either the top or bottom of its original owner's Deck at the end of this turn if it is in your Village.
Toad Mouth Trap

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Jutsu J-US045 Requirements: "Jiraiya"

Target: Every Ninja in 1 of the Teams being sent out to Battle

Effect: Flip a Ninja Blade coin once for each target. Every Ninja that got heads becomes a Stand-By Ninja and cannot be sent out to Battle during the next turn.
Paper Bomb

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Jutsu J-US046 Requirements: "Chunin" or higher Rank

Target: User and 1 Ninja Batting against the user

Effect: Give 1 Damage to the target.
Motto

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Jutsu J-US047 Requirements: "Jiraiya"

Target: Every Ninja with both a "Water" Symbol and an Entrance cost of 4 or lower Battling against the user

Effect: The Power of the target becomes 0/0 during the turn.
Rapid Movement

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Jutsu J-US048 Target: User

Effect: Move the user to any of your Battling Teams in any position.
Additional Blow

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Jutsu J-US049 Requirements: "Taijutsu" Combat Attribute

Target: 1 Ninja Battling against the user

Effect: The next time the target receives any Damage during this turn, give 1 additional Damage to the target when Damage is applied.
Thinking Mode

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Jutsu J-US050 Requirements: "Mental Power" of 1 or more

Effect: Look at all the cards in your opponent's hand. Then, draw a card.
Unexpected Attack

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Jutsu J-US051 Target: User

Effect: The user gets +2/+2 during the turn.

This Jutsu card can be used even when it is in your Discard Pile. In that case, move this Jutsu card to the bottom of your Deck instead after the effect is applied.
Multiple Attacks

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Jutsu J-US052 Requirements: Blocker's Ninja

Target: Every Head Ninja of your opponent's Teams being sent out to Battle

Effect: Flip a Ninja Blade coin once for each target. Give 1 Damage to every Ninja that got heads.
One Last Punch

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Jutsu J-US053 Requirements: Injured Ninja

Effect: Double the user's original injured printed Combat value. Discard the user after the Showdown.
Fire Style: Fireball Jutsu

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Jutsu J-US054 Target: Every Ninja with a "Water" Symbol Battling against the user

Effect: Give 1 Damage to the target.
Tsukuyomi

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Jutsu J-US055 Requirements: "Itachi Uchiha"

Target: 1 Ninja Battling against the user

Effect: Shuffle the target into your opponent's hand. Then, reveal a card from your opponent's hand at random until a card with the same name is revealed. Then, return the target to its original position in the original status and give 1 Damage to it. Discard all the other cards that were revealed by this effect.
Threat

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Jutsu J-US056 Requirements: "Neji Hyuga"

Target: 1 Ninja with 1 or less Entrance cost

Effect: The Power of the target becomes 0/0 during the turn.
Sudden Encounter

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Mission M-236 Counter

Effect: All of your in-play Ninjas are unaffected by Mission cards during this turn.
Fake

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Mission M-237 Permanent

Effect: Each time a Ninja uses a Jutsu card and its effect is applied successfully, the player who controls that Ninja draws 1 card and discards 1 card.
Handsome Devil Returns

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Mission M-238 Counter

Target: 1 of your injured Ninjas

Effect: Heal the target and place it in any of your Teams in any position. The target gets +1/+1 during this turn and the next turn.
Man-Beast Transformation Combo

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Mission M-239 Effect: You can search for 1 "Double-Headed Wolf" Ninja card or 1 "Wolf Fang Over Fang" Justu card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck.
Berserk

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Mission M-240 Effect: Reveal the top 3 cards of your opponent's Deck. Move all the Jutsu cards among the revealed cards to their original owner's hand and discard the other cards.
Predicament

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Mission M-241 Permanent

Effect: Any Team with 1 or less Team Power cannot win any Battle Rewards in the Showdown.
Vessel for Dreams

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Mission M-242 Permanent

Effect: This card is also considered to be 1 Battle Reward of the player who controls this card while it is in play. Your opponent can discard 1 of their in-play Ninjas during their Mission Phase to move this card to their Village. While this card is in your opponent's Village, they control this card. This card cannot be played while you have 7 or more Battle Rewards.
Kaguya Clan

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Mission M-243 Target: 1 of your Ninjas

Effect: While Battling, every Ninja in the target's Team gets +2/+2 during this turn. The target cannot be sent out to Block during the next turn.
Monstrous Appearance

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Mission M-244 Permanent (2)

Effect: All of your in-play "Four Sound Ninjas" Ninjas and "Kimimaro" get "State 2". This Mission card cannot be negated.
In the Darkness

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Mission M-245 Permanent

Effect: Any Ninja cannot be moved to another Team or removed from play by the effects of the other player's Mission cards or Ninja cards.
Ally of the Leaf Village

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Mission M-246 Counter

Effect: If the number of your opponent's in-play Ninjas exceeds yours by 2 or more when you play this Mission card, you can deploy 1 Ninja. The Entrance cost of that Ninja has to be equal or less than the number of your opponent's in-play Ninjas.
Busy Life

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Mission M-247 Permanent (2)

Effect: Neither player can put any "Satoosa" or "Sannin" Ninjas in play or send them out to Battle.
Selecting the Strongest

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Mission M-248 Effect: Each player selects 1 symbol. Then, each player discards all their in-play Ninjas that do not have the symbol that they selected.
Sign for Reunion

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Mission M-249 Counter

Effect: During this turn, each time 1 of your in-play Ninjas is discarded, move it to the top of its original owner’s Deck instead.
Incurable Illness

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Mission M-250 Permanent (2)

Effect: If there are 3 or more different symbols among a player's in-play Ninjas, that player cannot deploy any Ninjas. Each player can move 1 of their in-play Ninjas to their Chakra area at the beginning of their turn.
Delay in the Assault

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Mission M-251 Permanent

Effect: Neither player can play any "Counter" Mission cards.
Concentration of Power

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Mission M-252 Target: 1 of your Ninjas

Effect: During this turn, every Ninja in the target's Team uses their Combat value instead of Support value when calculating their Team Power.
One-On-One Fight

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Mission M-253 Target:

(1) Any number of "Leaf" Ninjas in 1 of your Teams
(2) The same number of your opponent's Ninjas as target (1)

Effect: Neither target (1) nor target (2) can be sent out to Battle during this turn. At the beginning of the Battle Phase of this turn, your opponent can organize their Teams.
Power of State 2

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Mission M-254 Permanent

Effect: At the beginning of your turn, you can discard 2 of your Chakras. In that case, you can search for 1 Jutsu card that includes "Requirements: State 2" in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
The Final Valley

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Mission M-255 Permanent (4)

Effect: Any Ninja with the [Special Power] effect is unaffected by the opponent's Mission cards (except this card).
Visualization of Chakra

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Mission M-256 Permanent (3)

Effect: Your "Naruto Uzumaki" gets the following text: "Valid: During the Exchange of Jutsu, you can discard X number of your Chakras to give this Ninja +X/+0 during this turn."
Day of Separation

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Mission M-257 Target:

(1) 1 of your Ninjas with the highest Combat value
(2) 1 of your opponent's Ninjas with the highest Combat value

Effect: Move both targets to their original owner's hand.
Another Way

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Mission M-259 Effect: After this turn ends, you can have 1 additional turn. Neither player can play any Mission cards during that additional turn.
Orochimaru's Den

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Mission M-260 Effect: At the beginning of the Exchange of Jutsu, each player flips a Ninja Blade coin once for each Team they sent out to Battle this turn. Change the Head Ninja of every Team that got heads to injured status.
Repetition of the Tragedy

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Mission M-261 Permanent (2):

Effect: At the end of their turn, each player must select 1 of the cards in their hand, if they have any, and discard it.
Protean

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Mission M-262 Effect: You can search for 1 Jutsu or Mission card among the top 5 cards of your Deck, show it to your opponent, and place it in your hand. Then, return the rest to the top of your Deck in any order you like.
Information Gathering

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Mission M-263 Effect: Flip a Ninja Blade coin 3 times. Draw 1 card for each heads you get during the flips.
Emergency Treatment

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Mission M-265 Target:

(1) 1 of your Battle Rewards
(2) All of your injured Ninjas

Effect: Discard target (1) to heal target (2).
Ugly Guinea Pig

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Mission M-266 Target: 1 of your Ninjas

Effect: Move X number of your Ninjas in your hand to your Chakra area to place X number of Ninja Blade coin(s) symbolizing +1/+1 on the target.
Time for the Showdown

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Mission M-267 Effect: Each player can search for 1 Jutsu card in their Deck. Then, show it to the opponent at the same time and place it in their hand. Then, shuffle their own Decks.
As Equals

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Mission M-US041 Effect: Remove all Ninja Blade coins of any kind on every in-play Ninja and Client.
Binding Threads of the Revenge

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Mission M-US042 Effect: If you have either "Sasuke Uchiha" or "Itachi Uchiha" in play, and the other one in your Discard Pile or in your Chakra area, move up to 1 copy of the the one that is currently in your Discard Pile or in your Chakra area to your hand.
Prompt Instruction

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Mission M-US043 Effect: You can deploy up to 2 Ninjas this turn.
Temptation

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Mission M-US044 Permanent (2)

Effect: The effect texts of every "Male" Ninja are negated.
Wrong Person

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Mission M-US045 Target: 1 Mission card with "Permanent (X)" that is attached to 1 of your in-play Ninjas

Effect: Attach the target to 1 of your other in-play Ninjas.
Prohibition of Sharingan Eye

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Mission M-US046 Permanent (3)

Effect: No Ninjas can be the user of Jutsu cards with "Requirements: Sharingan Eye".
Announcement of the Pairing

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Mission M-US047 Target: 1 of your Teams

Effect: Your opponent can organize their Teams. If the target is sent out to Attack this turn, you select your opponent's Blocking Team for the target and send it out if possible.
Reaction of the Power

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Mission M-US048 Effect: Your opponent can organize their Teams. If any Ninja's current Power is higher than its original printed value, that Ninja cannot be sent out to Battle during this turn.
The Power of Hatred

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Mission M-US049 Permanent (2)

Target: Every injured Ninja

Effect: The target gets +2/+1.
Things to Protect

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Mission M-US050 Permanent (2)

Target: Each of your in-play "Leaf" Ninjas

Effect: While you have 1 or more "The First Hokage" or "The Second Hokage" Ninja cards in your Discard Pile, the target gets +1/+1 and +1 Mental Power.
Orochimaru

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Ninja N-255 [Temporary Vessel]

If this Ninja is in your hand at the end of your turn, you can send 1 of your in-play Ninjas with a "Water" symbol and an Entrance cost of 4 or more to your Chakra area. In that case, put this Ninja in play in the same Team as that Ninja.
Pure Anger

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Ninja N-256 [Rivalry]

While your opponent has 1 or more "Sound" Ninjas in play, this Ninja's healthy status Combat value becomes the same as its injured status Combat value.
Sasuke Uchiha

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Ninja N-257 [Thirst for Power]

When this Ninja is put in play, discard 1 Jutsu or Mission card in your hand. If you do not, discard this Ninja.

Valid: This Ninja cannot be removed from play by the effects of your opponent's Jutsu or Mission cards.
Rock Lee

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Ninja N-258 [Berserk]

At the beginning of each of your turns, you can place a Ninja Blade coin (symbolizing a Potion coin) on this Ninja.

Valid: Each Potion coin on this Ninja is treated as a Ninja Blade coin symbolizing +1/+1 during your turns and -1/-1 during your opponent's turns.
Itachi Uchiha

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Ninja N-259 [Despair at the Clan]

When this Ninja is put in play, you can discard X number of your in-play Ninjas. In that case, draw X number of cards.
Fugaku Uchiha

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Ninja N-260 [Representative of the Clan]

Valid: All your in-play Ninjas with "Uchiha" in their names get +2/+0 except this Ninja.
Mikoto Uchiha

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Ninja N-261 [Motherly Love]

Valid: Your in-play "Sasuke Uchiha" gets +1/+1.
Rock Lee & Might Guy

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Ninja N-262 [Passionate Master and Pupil]

Each Ninja that receives Damage from this Ninja's Team due to the Showdown is moved to the bottom of its original owner's Deck.

This Ninja cannot be removed from play by the effects of your opponent's Ninjas or Jutsu cards.
Sasuke Uchiha & Itachi Uchiha

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Ninja N-263 [Brothers]

When you put this Ninja in play by sending your in-play "Sasuke Uchiha" to your Chakra area, you can put the same number of Growth coins that was on that "Sasuke Uchiha" on this Ninja.
Shikamaru Nara & Temari

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Ninja N-264 [Playing Ninja]

During the Exchange of Jutsu, you can discard 2 of your Chakras. In that case, choose one of the following: This Ninja's Team and the Team Battling against this Ninja's Team perform a Mental Power Battle during the turn OR This Ninja's Team and your opponent's Team Battling against this Ninja's Team cannot perform a Mental Power Battle during the turn.
Ukon

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Ninja N-265 [Demon from Hell]

Valid: This Ninja can only be sent out to Battle in the same Team as "Sakon".

Valid: When you are the Attacker, at the beginning of the Battle Phase, you may move this in-play Ninja into any of your Teams.
Kimimaro

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Ninja N-266 [Protection with Bones]

Each time your opponent's Ninja uses a Jutsu card targeting any of your Ninjas in this Ninja's Team, including this Ninja, and its effect is applied successfully, the user of that Jutsu receives 1 Damage.
Doki

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Ninja N-267 [Demon from Hell]

Valid: This Ninja can only be sent out to Battle in the same Team as "Tayuya".

Valid: When you are the Attacker, at the beginning of the Battle Phase, you may move this in-play Ninja into any of your Teams.
Gaara of the Desert

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Ninja N-268 [A Great Debt]

If this Ninja is in your hand during the Exchange of Jutsu, and you have less in-play Ninjas than your opponent, you can place this Ninja as the Head Ninja in your Team with only "Leaf" Ninja(s) (The Entrance cost of this Ninja has to be equal or less than your Turn Marker.).
Kankuro

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Ninja N-269 [Mimicry]

Valid: While this Ninja is in the same Team as 1 or more "Puppet" Ninjas, none of the Ninjas in this Ninja's Team, including this Ninja, can be the target of your opponent's Jutsu or Mission cards.
Temari

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Ninja N-270 [Wind Pressure]

When this Ninja is put in play, you can look at all the cards in your opponent's hand, select 1 Mission card of your choice if there is any, and discard it.
Black Ant

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Ninja N-271 [Puppet for Capture]

Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a "Manipulation" Combat Attribute.

At the beginning of the Exchange of Jutsu, you can select 1 of your opponent's Ninjas Battling against this Ninja. That Ninja cannot be sent out to Battle during the next turn.
Crow & Black Ant

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Ninja N-272 [Puppet Show]

Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a "Manipulation" Combat Attribute.

While this Ninja is Battling, the cost of any "Puppet Show, Secret Black Move, Iron Maiden" Jutsu card(s) in your hand is reduced by 1 "Wind" symbol.
Double-Headed Wolf

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Ninja N-273 [Risky New Jutsu]

This Ninja can only be put in play by the following: If this Ninja is in your hand during your Mission Phase, and you have both "Kiba Inuzuka" and "Akamaru" in play, you can put this Ninja in play by moving both those "Kiba Inuzuka" and "Akamaru" to your Chakra area. (The Entrance cost of this Ninja has to be equal or less than your Turn Marker.)
Naruto Uzumaki

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Ninja N-274 [Desperate Pursuit]

Valid: When this Ninja is sent out to Attack by itself, select 1 of your opponent's Teams. This Ninja's Team can only be blocked by the selected Team.
Kiba Inuzuka

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Ninja N-275 [Last-Ditch Escape Attempt]

Valid: While you have both this Ninja and "Akamaru" in play, if either or both of them are discarded, those Ninjas are moved to the original owner's hand instead of the Discard Pile.
Choji Akimichi

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Ninja N-276 [Determination to Repay the Trust]

If this Ninja is a Back Ninja while you have "Shikamaru Nara" in play, use this Ninja's Combat value instead of its Support value in calculating the Team Power of its Team.
Neji Hyuga

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Ninja N-277 [For Those Who Believe in Me]

Valid: When this Ninja is discarded while in injured status, you can give 1 Damage to 1 Ninja Battling against this Ninja.
Naruto Uzumaki & Shikamaru Nara

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Ninja N-278 [Reasonable Choice]

Valid: During your opponent's Organization Phase, you can return this in-play Ninja to its original owner's hand. In that case, you can put up to 1 of each "Naruto Uzumaki" and "Shikamaru Nara" in your Discard Pile in play.
Kimimaro

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Ninja N-279 [The Most Powerful Pike]

While this Ninja is in your hand and you don't have the "Power of State 2" Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost.

When this Ninja's Team wins a Victory, you win 1 Battle Reward. When this Ninja's Team wins an Outstanding Victory, you win 2 Battle Rewards.
Kidomaru

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Ninja N-280 [How to Beat the Game]

While this Ninja is in your hand and you don't have the "Power of State 2" Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost.

When this Ninja is sent out to Battle and opposed, you can flip a Ninja Blade coin; If it's heads, give 1 Damage to 1 of your opponent's Ninjas.
Jirobo

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Ninja N-281 [Meal]

While this Ninja is in your hand and you don't have the "Power of State 2" Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost.

When this Ninja is sent out to Battle, you can select and discard 1 of your opponent's Chakras. In that case, move 1 of the cards in your Discard Pile to your Chakra area.
Sakon

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Ninja N-282 [Twin Demon Attack]

While this Ninja is in your hand and you don't have the "Power of State 2" Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost.

While this Ninja is in the same Team as "Ukon," it gets +2/+2.
Tayuya

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Ninja N-283 [Sound of the Evil Spell]

While this Ninja is in your hand and you don't have the "Power of State 2" Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost.

Every Ninja Battling against this Ninja gets -1/-1.
Naruto Uzumaki

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Ninja N-288 [Special Power]

While this Ninja is in your hand and the "The Final Valley" Mission card is not in play, this Ninja gets +2 Entrance cost.

Valid: This Ninja cannot be the target of your opponent's Jutsu cards and is unaffected by the effects of your opponent's Ninja cards.
Sasuke Uchiha

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Ninja N-289 [Special Power]

While this Ninja is in your hand and the "The Final Valley" Mission card is not in play, this Ninja gets +2 Entrance cost.

Valid: This Ninja cannot be the target of your opponent's Jutsu cards and is unaffected by the effects of your opponent's Ninja cards.
Sakura Haruno

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Ninja N-290 [Search for Sasuke]

Valid: While your opponent has "Sasuke Uchiha" in play, this Ninja gets +0/+1.
Iruka Umino

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Ninja N-291 [Accurate Analysis]

Valid: All your in-play Ninjas with no effect texts (including the Ninjas with negated effect texts) get +1/+1.
Shizune

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Ninja N-292 [Intensive Care]

At the end of your turn, you can discard 2 of your Chakras with a "Wind" symbol. In that case, select and move 1 of the cards in your Discard Pile to the top of its original owner's Deck.
Kakashi Hatake

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Ninja N-293 [The Worst Outcome]

At the end of the turn that this Ninja was sent out to Battle, you can move 1 of the "Genin" only Ninjas in your Discard Pile to its original owner's hand.
Jiraiya

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Ninja N-294 [Mission for Adults]

Valid: While this Ninja is Battling, this Ninja gets +1/+0 for each "Female" Ninja in its Team and -1/+0 for each "Female" Ninja in the Team Battling against this Ninja.
Gaara of the Desert

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Ninja N-295 [Immense Power]

When this Ninja is sent out to Battle, you can search for 1 Jutsu card with "Requirements: "Sand" Combat Attribute" in the top 5 cards of your Deck, show it to your opponent, and place it in your hand. Then, return the rest to the top of your Deck and shuffle it.
Sasame Fuma

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Ninja N-296 [Looking for My Cousin]

At the end of your turn, you can discard 1 of your Chakras. In that case, put 1 "Fuma Clan" Ninja in your hand in play. (The Entrance cost of the Ninja has to be equal to or less than your Turn Marker.)
Kotohime

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Ninja N-297 [Entertainment that Brings Death]

Every "Male" Ninja Battling against this Ninja gets +0/-1 during the turn.
Hanzaki

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Ninja N-298 [Robber]

When this Ninja is sent out to Battle and opposed, your opponent must discard 1 of their Chakras.
Kamikiri

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Ninja N-299 [Huge Shears]

When this Ninja is sent out to Attack, it gets +1/+0 during the turn.
Jigumo

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Ninja N-300 [Silver Path]

When this Ninja is sent out to Block, it gets +1/+0 during the turn.
Kagero

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Ninja N-301 [Sturdy Courage]

Valid: During the Exchange of Jutsu, you can move this Ninja to your Chakra area. In that case, you can search for 1 "Kagero + Female" in your Deck and put it in play in any position in this Ninja's Team. Then, shuffle your Deck.
Kagero

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Ninja N-302 [Once in a Lifetime]

This Ninja cannot be put in play without using the [Molting] effect.

When this Ninja is put in play, you can move 1 "Kagero" in your Chakra area to the top of your Deck.

Valid: Move this Ninja to the bottom of its original owner's Deck at the end of your opponent's turn. This effect cannot be negated.
Arashi Fuma

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Ninja N-303
Arashi Fuma

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Ninja N-304 [Composite Body]

This Ninja can use Jutsu cards with "Requirements: Satoosa."

When this Ninja is put in play, discard 2 of your in-play "Fuma Clan" Ninjas. If you do not, discard this Ninja.
Kimimaro

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Ninja N-305 [Assault from Behind]

While this Ninja is in your hand and you don't have the "Power of State 2" Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. "

During the Exchange of Jutsu, you can switch the positions of the Head Ninja and a Back Ninja of the Team Battling against this Ninja.
Naruto Uzumaki & Sakura Haruno

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Ninja N-306 [Precious Friend]

When this Ninja is put in play, place a Ninja Blade coin symbolizing +1/+1 on this Ninja for every 2 cards in your hand. (rounded down)
Orochimaru

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Ninja N-US055 [SNAKE'S GLARE]

While this Ninja is Battling, the Power of each Ninja in this Ninja's Team, including this Ninja, and each Ninja in the Team Battling against this Ninja become the original printed value and cannot be changed.
Dosu Kinuta

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Ninja N-US056 [TARGETED PREY]

If this Ninja is sent out to Attack as the Head Ninja, you can do the following after the Showdown. Select and give 1 Damage to 1 of your opponent's Ninjas that were sent out to Block as a Head Ninja during the turn.
Zaku Abumi

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Ninja N-US057 [ABSORPTION OF THE DAMAGE]

"While this Ninja is a Back Ninja, and the Head Ninja of this Ninja's Team is a "Sound" only Ninja, you can reduce the Damage that the Head Ninja receives by the effects your opponent's Jutsu or Ninja cards by 1.
Neji Hyuga

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Ninja N-US058 [BETTER POWER OF INSIGHT THAN SHARINGANEYE]

Valid: While this Ninja is Battling, you can discard 1 of your Chakras with an "Earth" symbol to negate and discard a Jutsu card with "Requirements: Sharingan Eye" being used by your opponent's Ninja.
Tsunade

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Ninja N-US059 [TASTELESS AND ODORLESS DRUG]

When this Ninja is opposed, you can place 2 Ninja Blade coins (symbolizing a Drug coin) on 1 of your opponent's Ninjas Battling against this Ninja.

Valid: A Ninja with a Drug coin cannot be sent out to Battle. A player who controls 1 or more Ninjas with Drug coin(s) on them can remove a Drug coin from each of them at the beginning of their turn.
Tsunade & Katsuyu

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Ninja N-US060 [PROTECTION]

Valid: Any Ninja in this Ninja's Team, including this Ninja, cannot be the target of your opponent's Jutsu cards and is unaffected by the effects of your opponent's Ninja cards.
Itachi Uchiha

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Ninja N-US061 [THE LIMITS OF MY ABILITY]

At the beginning of your turn, you can discard your in-play "Fugaku Uchiha" and "Mikoto Uchiha". In that case, you can search for 2 cards of your choice in your Deck, show them to your opponent, and place them in your hand. Then, shuffle your Deck.
Kiba Inuzuka & Akamaru

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Ninja N-US062 [OUTSTANDING SENSE OF SMELL]

When this Ninja is sent out to Battle, reveal the top card of your Deck. If it is a Ninja card, place it in your hand and move 1 card from your hand to the bottom of your Deck. If it's not a Ninja card, move it back to the top of the Deck.
Rock Lee

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Ninja N-US063 [THE FIFTH GATE OPENED!]

Valid: At the beginning of your turn, place a Ninja Blade coin (symbolizing a Gate coin) on this Ninja. For every Gate coin on this Ninja, this Ninja gets +1/+0. When you place the 5th Gate coin on this Ninja, discard this Ninja at the end of that turn.
Shino Aburame

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Ninja N-US064 [TRACKING BY INSECTS]

During the Exchange of Jutsu, if this Ninja is a Stand-By Ninja, you can place this Ninja in any position of any of your Battling Teams.
Hinata Hyuga

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Ninja N-US065 [RESOLUTION]

When this Ninja is opposed, if the Team Power of this Ninja's Team is lower than the Team Battling against this Ninja's Team, this Ninja can use a Jutsu card with "Requirements: Byakugan" without paying its Jutsu cost during the turn.

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