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Sabtu, 29 Oktober 2011

kartu naruto 17

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Director Makino

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Client C-020 Effect: During your Mission Phase, you can send this in-play Client to your Chakara area. In that case, you can look at the top 3 cards of your Deck and return them in any order you like to the top of your Deck.
Sandayu Asama

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Client C-021 Effect: During the Mission Phase, you can discard this in-play Client. In that case, you can select and discard 1 in-play permanent Mission card.
Sosetsu Kazahana

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Client C-022 When any of your Ninja(s) are removed from play by your opponent's effects, you can send this in-play Client to your Chakra area. In that case, you can look at all of your opponent's Battle Rewards if there is any, select 1 card among them, and place it in your hand.
Yukie Fujikaze

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Client C-023 Effect: When you get a tails during the Ninja Blade coin flip(s) due to a Ninja Blade coin flip effect, you can send this in-play Client to your Chakra area. In that case, that result is considered to be heads.
Koyuki Kazahana

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Client C-024 Effect: When this Client is put in play, place 2 Ninja Blade coins on this Client. At the beginning of your turn, you can remove 1 Ninja Blade coin on this Client to draw 1 card. At the end of your Turn, if there are no Ninja Blade coins on this Client, place this Client face down in your opponent's Battle Reward area.
Summoning Jutsu

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Jutsu J-163 Requirements: "Oil" Combat Attribute

Effect: Place a "Ninja Toad" Ninja from your hand in any position in the user's Team. If the Entrance cost of the Ninja is greater than your Turn Marker, return it to your hand at the end of the turn.
Toad Sward

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Jutsu J-164 Requirements: "Gamabunta"

Target: User

Effect: Target gets +7/+0 during the turn.
Water Style: Liquid Bullets

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Jutsu J-165 Requirements: "Gamabunta"

Target: 1 Ninja

Effect: Give 2 Damage to the target.
Sand Shuriken

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Jutsu J-166 Requirements: "Sand" Combat Attribute

Target: User

Effect: Target gets +X/+0 during the turn. X = the value of the target's Entrance cost.
Playing Possum Jutsu

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Jutsu J-167 Requirements: "Sand" Combat Attribute + "An Entrance cost of 2 or more"

Effect: You can search for any number of Ninjas with a "Sand" Combat Attribute in the top 4 cards of your Deck, show it(them) to your opponent. Then, return the rest and shuffle your Deck.
Wind Style: Air Bullets

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Jutsu J-168 Requirements: "Shukaku"

Target: 1 Ninja

Effect: Give 2 Damage to the target.
Head Butt

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Jutsu J-169 Requirements: Injured Ninja

Target: User and 1 Ninja Battling against the user

Effect: The Power of the target cannot be added to their Team Power.
Bring Down The House Jutsu

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Jutsu J-170 Requirements: "Oil" Combat Attribute

Target: 1 "Snake" or "Animal" Ninja

Effect: Change the target to injured status.
Chidori

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Jutsu J-171 Requirements: "Sasuke Uchiha" or "Kakashi Hatake"

Target: User

Effect: Target gets +X/+X during this turn. X = the number of your opponent's Battle Rewards.
Immortality Jutsu

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Jutsu J-172 Requirements: "Orochimaru"

Target: User

Effect: Return the target to your hand. Then, place a "Orochimaru" from your hand in any position in the target's Team.
Shadow Clone Jutsu

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Jutsu J-US001 Target: User

Effect: You can discard as many cards you like from the top of your Deck. In that case, the target gets +1/+1 for each of the discarded cards during the turn. In addition, the target gets "Clone status" during the turn.
Harem Jutsu

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Jutsu J-US002 Requirements: "Male" + "Clone status"

Target: Every "Male" Ninja Battling against the user

Effect: The target becomes "Female". The target cannot become the user of Jutsu cards during this turn.
Kunai

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Jutsu J-US003 Target: User

Effect: The target gets +1/+1 during the turn. In addition, the next Jutsu card the target uses during the turn cannot be negated.
Primary Lotus

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Jutsu J-US004 Requirements: "Rock Lee"

Target: 1 Ninja Battling against the user

Effect: If you have 4 or more cards in your hand, give 2 Damage to the target. If you have 3 or less cards in your hand, give 1 Damage to the target.
Hidden Lotus

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Jutsu J-US005 Requirements: "Rock Lee"

Target: 1 Ninja Battling against the user

Effect: Give 2 Damage to the target. Then, discard the user at the end of the turn.
Leaf Hurricane

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Jutsu J-US006 Target: User

Effect: The target gets +2/+0 during this turn. If the target has the "Taijutsu" Combat Attribute, you can discard 1 Chakra to move this Jutsu card to your hand instead of your Chakra area after this effect is resolved.
Lions Barrage

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Jutsu J-US007 Requirements: "Sasuke Uchiha"

Target: 1 Ninja Battling against the user

Effect: Give X Damage to the user. X (the Jutsu cost) can only be paid by Chakras with a "Fire" symbol.
Sharingan Eye

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Jutsu J-US008 Requirements: "Sharingan Eye"

Target: (1) User
(2) 1 Ninja Battling against the user

Effect: During this turn, if target (2) gets additional Power by the effect of a Jutsu card, target (1) gets the same amount of additional Power during the turn.
A Thousand Years of Death

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Jutsu J-US009 Target: 1 Ninja

Effect: The target cannot win any Battle Rewards during this turn.
Water Clone Jutsu

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Jutsu J-US010 Target: User

Effect: The user gets +X/+X during this turn. X = the number of cards with a "Water" Symbol in your Chakra area.
Water Style: Water Dragon Jutsu

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Jutsu J-US011 Requirements: "Jonin" or higher Rank

Target: 1 Ninja Battling against the user

Effect: Change the target to injured status.
Water Style: Water Shark Bomb Jutsu

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Jutsu J-US012 Requirements: "Jonin" or higher Rank

Target: 1 injured Ninja Battling against the user

Effect: Discard the target.
Parasitic Insect Jutsu

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Jutsu J-US013 Requirements: "Insect" Combat Attribute

Effect: Look at the top 3 cards of your opponent's Deck and discard 1 of them of your choice. Return the rest in any order you like to the top of their Deck.
Puppet Master Jutsu

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Jutsu J-US014 Requirements: "Manipulation" Combat Attribute

Effect: Place this Jutsu card as a Ninja card with Power of 3/3 in any position in the user's Team. Send this Jutsu (Ninja) card to your Chakra area when it receives any Damage or at the end of the turn.
Gigantic Fan

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Jutsu J-US015 Target: 1 Jutsu card being played with 2 or more specific Symbols in its Jutsu cost

Effect: Negate the target and discard it.
Earth Style: Headhunter Jutsu

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Jutsu J-US016 Requirements: "Jonin" or higher Rank

Target: 1 Ninja

Effect: Change the target to injured status. Heal the target at the end of the turn.
Shadow Possession Jutsu

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Jutsu J-US017 Requirements: "Shadow" Combat Attribute

Target: 1 Ninja Battling against the user

Effect: During this turn, the target's Power becomes the same as the user's.
Gentle Fist

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Jutsu J-US018 Requirements: "Byakugan"

Target: 1 Jutsu card being played

Effect: Negate the target and discard it.
8 Trigrams Palms Rotation

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Jutsu J-US019 Requirements: "Byakugan" + "An Entrance cost of 2 or more"

Target: Each of your Ninjas

Effect: The target cannot receive any Damage from the effect of your opponent's Jutsu or Ninja's effect.
Expansion Jutsu

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Jutsu J-US020 Requirements: "Food" Combat Attribute

Target: User

Effect: The target gets +4/+0 during this turn.
Special Suits

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Mission M-169 Permanent

Target: 1 of your Ninjas

Effect: Attach this card to the target. The target can be the user of Jutsu cards with "Requirements: Rock Lee".
Chakra Armor

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Mission M-170 Permanent

Target: 1 of your Ninjas

Effect: Attach this card to the target. The target gets +1/+1 while this card is attached.
Delivery

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Mission M-171 Effect: If your opponent has 6 or more Battle Rewards, you can draw 2 cards.
Hidden Past

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Mission M-172 Target: Each of your opponent's Battle Rewards

Effect: Look at the target. You can select 1 card among them and move it to your hand. In that case, send 1 of the cards in your hand to your opponent's Battle Reward area.
Farewell

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Mission M-173 Permanent

Effect: Each player draws 1 card at the end of the turn that 1 or more of their own in-play Ninjas are discarded due to Damage. This effect cannot be duplicated.
Unexpected Result

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Mission M-US001 Permanent (3)

Effect: Any Ninjas that are put in play except by deployment are moved to the bottom of their original owner's Deck instead.)
Desperate forbidden Jutsu

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Mission M-US002 Permanent (2)

Target: 1 of your Ninjas.

Effect: Attach this Mission card to the target. The target gets +3/+3. When this card is removed from play, discard the target.
Late!!

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Mission M-US003 Permanent (2)

Effect: Any Ninja(s) with both a "Fire" Symbol and an Entrance cost of 4 or more in your opponent's hand gets +1 Hand cost. This effect cannot be duplicated.
Hidden Chakra

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Mission M-US004 Target: Any number of Ninjas in your Discard Pile.

Effect: Move the target to your Chakra area. At the end of the turn, discard all the Chakra in both player's Chakra areas.
Professor

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Mission M-US005 Permanent (2)

Effect: When your "Jonin" or higher Rank Ninja(s) becomes the user of a Jutsu card with specific symbol(s) in its Jutsu cost during this turn, 1 of the cost can be paid by "Fire" symbol instead.)
Ambitious Eyes

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Mission M-US006 Target: 1 of your Ninjas with "Sharingan Eye".

Effect: If the target wins a Battle Reward during this turn, it becomes an Outstanding Battle Reward instead.
Reliable Allies

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Mission M-US007 Target: 1 of your "Jonin" Ninjas.

Effect: The target gets +X/+X during the turn. X = the number of the Ninja cards in your Discard Pile.
Split Personality

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Mission M-US008 Target: 1 Ninja.

Effect: Flip a Ninja blade coin; If it's heads, heal the target. If it's tails, place a Growth coin on the target.
Orochimaru's Forbidden Jutsu

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Mission M-US009 Target: 1 Ninja in either player's Discard Pile.

Effect: Discard your in-play Ninjas so that the total Entrance cost of those Ninjas is equal to or more than the target's Entrance cost. Then, put the target in play in your Village if you do not already have a Ninja of the same name in your Village.
Hidden Jutsu: Immortality Jutsu

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Mission M-US010 Permanent (3)

Effect: When your in-play "Orochimaru" or in-play "Kabuto Yakushi" is discarded, move it to your hand instead.)
Two Man Squads

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Mission M-US011 Counter Permanent (2)

Effect: During each player's Organization Phase, they may only organize Teams of 2 Ninjas or less.)
The Power of Shukaku

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Mission M-US012 Effect: Flip a Ninja blade coin; If it's heads, move your Turn Marker up by 1. If it's tails, move your Turn Marker down by 1.
Tsunade's Answer

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Mission M-US013 Counter Permanent (3)

Effect: At the beginning of your Turn, if your opponent has 1 or more "Jonin" or higher Rank Ninjas with a "Water" Symbol or 1 or more "Permanent" Mission cards in play or both, draw 1 card.
Internal Monster

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Mission M-US014 Counter

Target: 1 of your opponent's Ninjas

Effect: The target must be sent out to Battle during this turn if possible.
Well-Planned Mission

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Mission M-US015 Permanent

Effect: Draw 1 card at the end of the turn you played 1 or more Mission cards except this card.
Cursed Fate

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Mission M-US016 Counter Permanent (3)

Target: 1 Ninja

Effect: Attach this card to the target. The effect text of the target is negated. (If you attach this card to your opponent's Ninja, they control this card.)
Rescue

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Mission M-US017 Permanent (2)

Effect: Any Ninja(s) with both a "Water" Symbol and an Entrance cost of 4 or more in your opponent's hand gets +1 Hand cost. This effect cannot be duplicated.
Skillful Tactics

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Mission M-US018 Effect: Both players can look at all the cards in the opponent's hand, select any number of Mission or Jutsu cards amoung them and send the selected cards to the opponent's Chakra area. (The controller of this card gets to select first)
Attack from the blind spot

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Mission M-US019 Permanent (2)

Effect: Each of your Ninjas with an Entrance cost of 4 or more cannot be Blocked by your opponent's Ninja(s) with an Entrance cost of 3 or less.
Power of the Youth

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Mission M-US020 Permanent (2)

Effect: If you only have Ninja(s) with an Entrance cost of 3 or less, you can send out more than 3 Teams to Attack.
Naruto Uzumaki

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Ninja N-173 [Result of the Training]

Valid: When this Ninja is sent out to Battle and opposed by your opponent's Ninja with a "Water" or "Wind" Symbol, you can search for 1 "Summoning Jutsu" Jutsu card 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.
Sasuke Uchiha

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Ninja N-174 [Avenger]

Valid: If your opponent wins any Battle Reward(s) while this Ninja is in injured status, you can heal this Ninja.
Gamakichi

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Ninja N-175 [Toad Family]

Valid: This Ninja cannot be the user of any Jutsu card.

Valid: Any "Ninja Toad" Ninja(s) in your hand gets -1 Entrance cost.
Gamabunta

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Ninja N-176 [Honor in the Gang World]

This Ninja cannot be put in play unless you have 1 or more Ninjas with the "Oil" Combat Attribute in play.

Valid: This Ninja cannot be removed from play by your opponent's effects.
Shukaku

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Ninja N-177 [Perfect Possession]

This Ninja can only be put in play by the effect of "Gaara of the Desert (Possessed Mode)".

Valid: This Ninja cannot be removed from play by your opponent's effects.
Gaara of the Desert

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Ninja N-178 [Alone]

Valid: This Ninja can only be in a Team with "Sand" Ninja(s).
Gaara of the Desert
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Ninja N-179 [Possessed Mode]

This Ninja cannot be put in play without using the "Sand Cocoon" Jutsu card.

Valid: You can send this Ninja to your Chakra area during your Mission Phase. In that case, put in play a "Shukaku" from your hand to your Village.
Yashamaru

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Ninja N-180 [Sister's Memento]

Valid: When your "Gaara of the Desert" receives any Damage, you can reduce that Damage by 1. In that case, give 1 Damage to this Ninja.
Nadare Roga

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Ninja N-181 [Power of the Armor]

When this Ninja is sent out to Battle, you can select and discard 1 of your Chakras with a "Water" symbol. In that case, this Ninja gets +1/+1 during the turn.
Mizore Fuyukuma

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Ninja N-182 [Power of the Armor]

When this Ninja is sent out to Battle, you can select and discard 1 of your Chakras with a "Water" symbol. In that case, this Ninja gets +1/+0 during the turn.
Fubuki Kakuyoku

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Ninja N-183 [Power of the Armor]

When this Ninja is sent out to Battle, you can select and discard 1 of your Chakras with a "Water" symbol. In that case, this Ninja gets +0/+1 during the turn.
Dotou Kazahana

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Ninja N-184 [Latest Technique Armor]

While a "Chakra Armor" Mission card is attached to this Ninja, this Ninja gets +4/+4.
Kakashi Hatake

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Ninja N-185 [The Past in 10 Years Ago]

Valid: Every "Kakashi Hatake" in your hand gets "Growth".
Naruto Uzumaki

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Ninja N-US001 [Comrade's Danger]

Valid: When this Ninja is sent out to Battle and opposed by your opponent's Ninja with a "Water" or "Fire" Symbol, you can send 1 of your opponent's in-play "Permanent" Mission cards to it's owner's Chakra area. In that case, this Ninja gets +2/+0 during the turn.
Naruto Uzumaki

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Ninja N-US002 [Overflowing Power]

Valid: While this Ninja is Battling in injured status, this Ninja gets +X/+0. X = the Entrance cost of your opponent's Head Ninja Battling against this Ninja's Team.

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

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Ninja N-US003 [Chidori for the revenge]

Valid: While this Ninja is Battling against your opponent's Ninja with a "Fire" symbol, you can search for 1 "Chidori" Jutsu card in the top 5 cards of your Deck, show it to your opponent, and move it to your hand. Then, return the rest and shuffle your Deck.
Sasuke Uchiha

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Ninja N-US004 [Power of the Curse Mark]

While you have 2 or less cards in your hand, this Ninja gets +2/+0.
Sakura Haruno

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Ninja N-US005 [Determination]

When you place a Growth coin on 1 of your other Ninjas, place a Growth coin on this Ninja as well.
Sakura Haruno

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Ninja N-US006 [A Double Personality]

During the Exchange of Jutsu, you can exchange all the cards in your hand with the same amount of cards from the top of your Deck.
Sakura Haruno

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Ninja N-US007 [Control of Chakra]

During your Mission Phase, you can exchange 2 cards in your Chakra area with 2 cards in your Discard Pile.
Kakashi Hatake

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Ninja N-US008 [Instant Detection]

You can discard this in-play Ninja to negate 1 Jutsu being played and discard it.
Kakashi Hatake

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Ninja N-US009 [Team Leader]

When this Ninja's Team wins a Victory or an Outstanding Victory, you can put a Growth coin on 1 of your "Genin" Ninjas with no Growth coins.
Kiba Inuzuka

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Ninja N-US010 [Man Beast Clone]

When this Ninja is put in play, you can search for 1 "Akamaru" Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
Shino Aburame

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Ninja N-US011 [Tracking]

When this Ninja is sent out to the Battle, you can look at the top 3 cards of your opponent's Deck. Then, return them in any order you like to the top of their Deck.
Hinata Hyuga

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Ninja N-US012 [Ointment]

At the end of your turn, if this Ninja was not moved to the Battlefield during that turn, you can heal 1 of your injured "Genin" Ninjas without "Platoon".
Ino Nakayama

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Ninja N-US013 [Formation]

During the Mission Phase, you can select 1 of your opponent's Ninjas. That selected Ninja can only be sent out to Battle as a Head Ninja during the turn.
Shikamaru Nara

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Ninja N-US014 [Formation]

While this Ninja is Battling, the Entrance cost of the Head Ninja Battling against this Ninja's Team becomes 0 and it's effect text is negated.
Shikamaru Nara

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Ninja N-US015 [Flexibility]

While you have 5 or more cards in your hand, this Ninja's Team and your opponent's Team Battling against this Ninja perform a Mental Power Battle. While you have 4 or less cards in your hand, this Ninja's Team and your opponent's Team Battling against this Ninja cannot perform a Mental Power Battle.
Choji Akimichi

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Ninja N-US016 [Formation]

When this Ninja is sent out to Battle and opposed, you can give 1 Damage to 1 of your opponent's Ninjas Battling against this Ninja with 0 Entrance cost. In that case, give 1 Damage to this Ninja at the end of the turn.
Neji Hyuga

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Ninja N-US017 [Detection by Byakugan]

During the Exchange of Jutsu, you can discard as many of your Chakras as you like. In that case, discard the same number of your opponent's Chakras as you discarded.
Neji Hyuga

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Ninja N-US018 [Another Perfect Defense]

When this Ninja receives Damage, you can discard 1 card from your hand to reduce the Damage by 1.
Rock Lee

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Ninja N-US019 [Lotus of the Leaf]

When the effect of the "Primary Lotus" Jutsu card that this Ninja used is applied, you can search for 1 "Hidden Lotus" Jutsu card in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck.
Rock Lee

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Ninja N-US020 [High Speed Move]

Valid: Jutsu cards used by this Ninja cannot be negated.

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

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Ninja N-US021 [Master of Weapons]

Each time this Ninja becomes the user of Jutsu card with no specific Symbols, this Ninja gets +1/+1 during the turn.
Might Guy

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Ninja N-US022 [Backup]

While this Ninja is in your hand an your opponent has 1 or more Ninjas with a "Fire" or "Water" Symbol in play, this Ninja's Entrance cost and Hand cost gets -1.
Might Guy

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Ninja N-US023 [Unique Teaching Method]

While this Ninja is sent out to Battle in the same Team with 1 or more "Genin" Ninjas, 1 of the "Genin" Ninjas in this Ninja's Team can be the user of a "Primary Lotus" Jutsu card ignoring the Requirements of the Jutsu.
Gaara of the Desert

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Ninja N-US024 [Power of Shukaku]

Each time the effect of a Jutsu that includes the "Requirements: 'Sand' Combat Attribute" is applied, you can move 1 card with a "Wind" Symbol in your Discard Pile to your Chakra area if there is any.
Temari

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Ninja N-US025 [Win Scythe]

When this Ninja is put in play, you can look at all the cards in your opponent's hand, select 1 Jutsu card of your choice if there is any, and send it to their Chakra area.
Kankuro

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Ninja N-US026 [Puppet Master]

When this Ninja is put in play, you can search for 1 "Puppet Master Jutsu" Jutsu card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
Jiraiya

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Ninja N-US027 [Instruction of the Hidden Technique]

During your Mission Phase, if you have "Naruto Uzumaki" in play, you can move 1 Jutsu card in your Discard Pile to your hand if there is any.
Jiraiya

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Ninja N-US028 [A Three-Cornered Battle]

When your opponent's Ninja becomes the user of a Jutsu with a "Wind" or "Fire" Symbol, in addition to the Jutsu cost, your opponent must discard 1 Chakra (any Symbol).
Tsunade

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Ninja N-US029 [A Three-Cornered Battle]

When your opponent's Ninja becomes the user of a Jutsu with a "Water" or "Earth" Symbol, in addition to the Jutsu cost, your opponent must discard 1 Chakra (any Symbol).
Orochimaru

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Ninja N-US030 [A Three-Cornered Battle]

When your opponent's Ninja becomes the user of a Jutsu with a "Lightning" or "Wind" Symbol, in addition to the Jutsu cost, your opponent must discard 1 Chakra (any Symbol).
The Third Hokage

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Ninja N-US031 [Guardian of the Village]

You can discard this Ninja. In that case, none of your Ninjas can receive Damaga during the turn.
Kabuto Yakushi

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Ninja N-US032 [Spy]

At the beginning of your Mission Phase, you can discard 1 of your Chakras to look at the top 3 cards of your opponent's Deck and move them back in any order you like to the top of their Deck.
Zabuza Momochi

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Ninja N-US033 [Bond]

When this Ninja is put in play, you can search for 1 "Haku" Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
Zabuza Momochi

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Ninja N-US034 [Roar of the Ogre]

During the Exchange of Jutsu, this Ninja can get +5/+0 during the turn. In that case, discard this Ninja at the end of the turn.
Haku

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Ninja N-US035 [Camouflage]

You can change 1 other Ninja in this Ninja's Team to injured status. In that case, that Ninja cannot be targeted by your opponent's Jutsu cards during the turn. Heal that injured Ninja at the end of the turn.
Haku

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Ninja N-US036 [Kekkei Genkai: Bloodline Trait]

This in-play Ninja cannot be targeted by your opponent's Mission cards.
Itachi Uchiha

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Ninja N-US037 [Requirements for the Eminence]

When this Ninja is put in play, you can select and discard 1 of your opponent's in-play Ninjas with "Sharingan Eye" if they have any.
Kisame Hoshigaki

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Ninja N-US038 [Chakra Eater Sword]

Each time a Jutsu that this Ninja used is resolved, you can select and discard up to 2 of your opponent's Chakra if there is any.
Naruto Uzumaki & Gamabunta

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Ninja N-US039 [Reversed Relationship]

Valid: While you have no other Ninjas with an "Oil" Combat Attribute besides this Ninja, you must discard 1 Chakra to send out this Ninja to Battle.

Valid: This Ninja cannot be removed from play by the effects of your opponent's Jutsu or Mission cards.
Shikamaru Nara & Asuma Sarutobi

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Ninja N-US040 [Shogi Match]

When this Ninja wins a Victory, an Outstanding Victory, or is removed from play, you can look at all your opponent's Battle Rewards if there is any, select 1 card amoung them, and place it in your hand.

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