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Sabtu, 29 Oktober 2011

kartu naruto 20

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Genzo

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Client C-008 Effect: If you win 2 or more Battle Rewards in a turn, look at the top card of your Deck. Then return it either to the top or bottom of your Deck.
Kaji

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Client C-009 Effect: During your Mission Phase, you can move this Client to your Chakra area. Then, select 1 of your Ninjas. That Ninja cannot be blocked by a Team with 1 Ninja during this turn.
Akane

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Client C-010 Effect: When this Client is put in play, you can move 1 of your opponent's "Ninja Dog" Ninjas to your Village, unless your Village already has a Ninja with the same name as the "Ninja Dog" Ninja.
Ageha

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Client C-011 Effect: If you charge 3 or more Chakras in a turn, draw 1 card at the end of the turn.
Himatsu

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Client C-012 Effect: If you win 3 or more Battle Rewards in a turn, move 1 of your discarded cards to your Chakra area.
Shizuku

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Client C-013 Effect: If you win 2 or more Battle Rewards in a turn, move 1 of your discarded cards to the bottom of your Deck.
Lord of the Land of Wind

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Client C-014 Effect: Every "Sand" Ninja in your hand gets "Growth."
Naruto Uzumaki Barrage

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Jutsu J-085 Requirements: "Naruto Uzumaki" + "Clone status"

Target: 1 Ninja Battling against the user

Effect: Flip a Ninja Blade coin X times. Count the number of times you get heads and give the same number of Damage to the target.
Primary Lotus

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Jutsu J-086 Requirements: "Rock Lee"

Target: 1 Ninja Battling against the user

Effect: Flip a Ninja Blade coin. If it's heads, discard the target.
The Eight Inner Gates

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Jutsu J-087 Requirements: "Rock Lee"

Target: User

Effect: The original value of the target's Combat is tripled during this turn. The target receives 1 Damage at the end of the Showdown.
Food Pills

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Jutsu J-088 Target: 1 of your Ninjas

Effect: The target gets +2/+2 during this turn and the next turn.
Ninja Art of Beast Mimicry: Man

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Jutsu J-089 Requirements: "Fang" Combat Attribute

Target: Every Ninja in the user's Team

Effect: The target gets "Animal" during this turn.
Fang over Fang

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Jutsu J-090 Requirements: "Fang" Combat Attribute

Target: Every "Animal" Ninja in the user's Team

Effect: Discard the top 2 cards of your opponent's Deck for each target.
Lions Barrage

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Jutsu J-091 Requirements: "Sharingan Eye"

Target: 1 Ninja Battling against the user

Effect: Flip a Ninja blade coin 4 times. Give Damage to the target equal to the number of heads you get, -1.
Five-Pronged Seal

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Jutsu J-092 Target: 1 of your opponent's Ninjas

Effect: Return the target and all the cards in your opponent's hand to their original owner's Deck(s) and shuffle.
Shadow Senbon

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Jutsu J-093 Target: 1 Ninja

Effect: The target gets +1/+1 during this turn or gets +1 "Mental Power."
Sound of Bells

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Jutsu J-094 Target: 1 Ninja

Effect: Flip a Ninja Blade coin. If it's heads, the target gets -2 "Mental Power" during this turn. If it's tails, the target gets -1 "Mental Power" during this turn.
Chakra Absorption Jutsu

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Jutsu J-095 Effect: Select and discard up to 2 of your opponent's Chakras.
Deformable Body

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Jutsu J-096 Target: 1 Ninja Battling against the user

Effect: The target gets -X/-X during this turn. The maximum value of X is the larger of either the user's Combat or Support value.
Fog Clone Jutsu

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Jutsu J-097 Requirements: "Genjutsu" Combat Attribute

Target: All of your Battling Ninjas

Effect: The target cannot be the target of your opponent's Jutsu cards during this turn. In addition, the target gets "Clone status" during this turn.
Earth Style: Underground Move Ju

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Jutsu J-098 Requirements: "Genjutsu" Combat Attribute + Clone status

Target: 1 of your opponent's Back Ninjas Battling against the user

Effect: Change the target to injured status.
Sand Armor

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Jutsu J-099 Requirements: "Sand" Combat Attribute

Target: User

Effect: Place a Ninja Blade coin (symbolizing an Armor coin) on the target. A Ninja with 1 or more Armor coins can reduce its Damage by 1 by removing 1 Armor coin.
Sand Burial

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Jutsu J-100 Requirements: "Sand" Combat Attribute

Target: 1 injured Ninja

Effect: Discard the target.
Mind Transfer Jutsu

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Jutsu J-101 Requirements: "Mind" Combat Attribute

Target: 1 Ninja Battling against the user

Effect: Return the target to its original owner's hand.
Human Boulder

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Jutsu J-102 Requirements: "Food" Combat Attribute

Target: User

Effect: If the target's Team wins a Victory or an Outstanding Victory during this turn, discard 2 of your opponent's Battle Rewards.
Gentle Fist

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Jutsu J-103 Requirements: "Byakugan"

Target: User

Effect: The target gets +2/+2 during this turn. In addition, if the target's Team wins a Victory or an Outstanding Victory, select 1 of the cards in your opponent's hand at random and discard it.
Summoning Jutsu: Projectile Weap

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Jutsu J-104 Effect: Search for any number of "Kunai" Jutsu cards in your Deck and move them to your Chakra area. Then, shuffle your Deck.
Rising Twin Dragons

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Jutsu J-105 Target: X number of "Kunai" Jutsu cards in your Chakra area

Effect: Return the target to its original owner's hand. X (the Jutsu cost) can only be paid by Chakras with the "Earth" symbol.
Lightning Blade

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Jutsu J-106 Requirements: "Kakashi Hatake"

Target: 1 Ninja

Effect: Flip a Ninja Blade coin. If it's heads, discard the target. If it's tails, give 1 Damage to the target.
Silent Killing Jutsu

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Jutsu J-107 Requirements: "Zabuza Momochi"

Target: All of your opponent's healthy Ninjas

Effect: Flip a Ninja Blade coin for each target. If it's heads, turn the Ninja to injured status.
Byakugan

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Jutsu J-108 Requirements: "Byakugan"

Effect: Your opponent discards X number of cards from their hand at random. The maximum value of X is 3.
Summoning Jutsu

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Jutsu J-109 Requirements: "Oil" Combat Attribute

Effect: Search for 1 "Ninja Toad" Ninja in your Deck and place it in any position in the user's Team. (The Entrance cost of the Ninja has to be equal or less than your Turn Marker.) Then, shuffle your Deck.
Sexy Jutsu

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Jutsu J-110 Requirements: Male

Target: 1 "Male" Ninja Battling against the user

Effect: The user changes from "Male" to "Female" during the turn. Then, move the target to the back of the user's Team as a Back Ninja. Return the target to its original Team after the Showdown.
Hidden Lotus

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Jutsu J-111 Requirements: "Rock Lee"

Target: 1 Ninja Battling against the user

Effect: Your opponent flips a Ninja Blade coin twice. If they get heads both times, this effect is negated. If not, discard the target.
Dropping a Blackboard Eraser

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Jutsu J-112 Effect: Discard the top card of your opponent's Deck.
A Thousand Years of Death

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Jutsu J-113 Target: 1 injured Ninja

Effect: The target's Power becomes 0/0 during this turn.
Crescent Moon Dance

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Jutsu J-114 Requirements: "Special Jonin" or higher Rank

Target: 1 Ninja Battling against the user

Effect: Flip a Ninja Blade coin 3 times. If you get heads once, the target gets -2/-2 during this turn. If you get heads 2 or more times, give 1 Damage to the target.
Walking on Water Training

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Jutsu J-115 Effect: Select 1 symbol. Search for 1 card with the selected symbol in your Deck and move it to your Chakra area. Then, shuffle your Deck.
Sound Reflecting Speaker

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Jutsu J-116 Target: User

Effect: The target's Combat Attribute is changed to "Sound" during this turn. In addition, the target gets the following text during this turn: "If the target's Team is Defeated or Completely Defeated, give 1 Damage to the Head Ninja that just Battled against the target."
Water Cutting Blade

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Jutsu J-117 Requirements: Ninja with the "Water" symbol

Target: User

Effect: The target gets +X/+0 during the turn. X = the target's original "injured Status" Combat.
Water Wall

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Jutsu J-118 Target: Jutsu card with "Fire" symbol being played

Effect: Negate and discard the target.)
Water Whip

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Jutsu J-119 Effect: Select 1 card in your opponent's hand at random and discard it.
Hero's Water

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Jutsu J-120 Target: User

Effect: The target gets +5/+5 during the turn. If the target is not a "Satoosa" or higher Rank Ninja, discard it at the end of this turn.
Carrier Kite

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Jutsu J-121 Target: 1 of your Ninjas

Effect: Return the target to its original owner's hand.
Cliff-Climbing Training

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Jutsu J-122 Effect: Flip a Ninja Blade coin. If it's heads, draw 2 cards. If it's tails, draw 1 card. Then, move the same number of cards that you drew to your Chakra area.
Wind Blade

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Jutsu J-123 Target: 1 Ninja

Effect: Give 1 Damage to the target. This Jutsu card cannot be negated.
Earth Style Jutsu

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Jutsu J-124 Target: Your opponent's Battle Rewards

Effect: Search for 1 Mission card in the target and send it to its original owner's Discard Pile.
Attack against Weak Spots

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Jutsu J-125 Target: 1 Ninja with a lower Enrance cost than the user

Effect: The target's Power cannot be added to the Team Power during this turn.
Five Pronged Seal Release

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Jutsu J-126 Target: 5 of your opponent's Battle Rewards

Effect: Return the target to its original owner's hand. Then, discard until you have 6 or less cards in your hand.
Quick Wit

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Mission M-085 Permanent

Effect: You can add the following effect to your "Shadow Clone Jutsu" Jutsu card: "Effect: Change the Combat Attribute of the user to the same one as another of your in-play Ninjas during this turn."
The Opposites Rule

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Mission M-086 Effect: Select a card type (except Client). Then, look at 1 of the cards in your opponent's hand. If that card is not of the type you selected, move it to the original owner's Chakra area. If that card is of the type you selected, discard 1 card in your hand.
Preliminaries to the Third Exam

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Mission M-087 Counter

Effect: Skip the Organization Phase of this turn.
Great Ninja

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Mission M-088 Target: 1 Ninja in your Chakra area

Effect: Move the target to your Village. The target is discarded at the end of this turn. However, you cannot select a Ninja as target if another Ninja in your Village has the same name.
Make-Out Violence

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Mission M-089 Target: 1 of your Ninjas

Effect: Place X number of Ninja Blade coins symbolizing +1/+1 on the target. X = the number of "Make-Out Paradise" Mission cards in your Chakra area.
Copying Ability

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Mission M-090 Permanent

Effect: You can add the following effect to your "Sharingan Eye" Jutsu card: "Effect: The user gets 1 of the characteristics of another of your in-play Ninjas during this turn."
Acute Sense of Smell

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Mission M-091 Permanent (2)

Effect: Your opponent must play the game showing you all the cards in their hand.
Tide of the Deadly Combat

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Mission M-092 Target: (1) Every healthy Ninja
(2) Every injured Ninja

Effect: Injure target (1). Heal target (2).
Sacrifice

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Mission M-093 Permanent

Effect: Every Mission card in both player's hands get +1 Entrance cost.
Mischief of Darkness

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Mission M-094 Permanent

Effect: Every Mission card in both players' hands gets -1 Entrance cost.
Forbidden Use

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Mission M-095 Effect: Your opponent cannot use any Mission cards during the next turn.
Spy of the Hidden Sound Village

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Mission M-096 Effect: Draw 2 cards. While this card is in your Chakra area, the original owner of this card cannot deploy any Ninjas.
Fateful Pairings

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Mission M-097 Effect: Both player shuffle their Decks.
Situation Assessment

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Mission M-098 Permanent (2)

Effect: All your Ninjas get +1 "Mental Power."
Chunin Exam Rule

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Mission M-099 Permanent

Effect: Change the number of Battle Rewards required to win the game to 12. This card cannot be used if your opponent has 5 or more Battle Rewards.
Electronic Scoreboard

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Mission M-100 Target: (1) 1 of your Ninjas
(2) 1 of your opponent's Ninjas

Effect: During this turn, if target (1) is sent out to Attack by itself, target (2) must block target (1), if possible.
Important Advice

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Mission M-101 Permanent

Effect: Every Ninja gets -1/-1. This effect cannot be duplicated.
Ointment

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Mission M-102 Counter

Target: 1 of your injured Ninjas

Effect: Heal the target.
Insightful Eye

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Mission M-103 Permanent

Effect: You can add the following effect to the "Byakugan" Jutsu card: "Effect: Look at the top 4 cards of your Deck and return them in any order you like."
Main Branch and Cadet Branch

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Mission M-104 Target: (1) 1 of your Ninjas
(2) 1 Ninja with the same name as target (1)

Effect: Return Target (1) to its original owner's hand. Then, move target (2) to the top of its original owner's Deck.
Retailiation

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Mission M-105 Target: 1 Jutsu card in your Discard Pile

Effect: Move the target to the top of your Deck.
Jonins's Intervention

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Mission M-106 Effect: When any of your Ninjas are discarded after being in play during this turn, you can move 1 "Jonin" Ninja from your hand to your Village.
Temptation of Power

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Mission M-107 Effect: Discard 1 Ninja in your hand to search for 1 non-"Leaf" Ninja in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
Wish

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Mission M-108 Target: X number of the cards in your Discard Pile

Effect: Move the target to the top of your Deck in any order you like. This effect can be used only when you have 1 or more "Female" Ninjas in play. X = the number of your Chakras.
Kunoichi Battle

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Mission M-109 Effect: Only "Female" Ninjas can be sent out to Battle during this turn. Your opponent can organize Teams when this card is played.
The Gift of Perseverance

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Mission M-110 Target: Your "Rock Lee"

Effect: Place 1 growth coin on the target.
For someone precious to you

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Mission M-111 Target: 1 of your opponent's "Rogue Ninjas"

Effect: Move the target to your Village unless you already have a Ninja with the same name as the target. Return the target to its original owner's Village at the end of the turn.
Difference in Levels

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Mission M-112 Permanent

Effect: All Ninjas of the highest Rank that are currently in play get +1/+1. This effect cannot be duplicated.
Skillful Coordination

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Mission M-113 Permanent

Effect: During the Exchange of Jutsu, you can discard the top card of your Deck to change the position of the Ninjas in 1 of your Teams.
Four Man Squads

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Mission M-114 Permanent

Effect: You can organize Teams with 4 Ninjas.
Unhealed Wound

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Mission M-115 Permanent

Effect: No Ninja can be healed.
Power of the Nine-Tailed Fox Spi

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Mission M-116 Permanent

Effect: You can charge Chakra during the Exchange of Jutsu.
Legacy of the Hero

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Mission M-117 Permanent

Effect: If any of your Ninjas are discarded after being in play, they are sent to their original owner's Chakra area instead of the Discard Pile.
Toad Sage

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Mission M-118 Effect: You can show 1 "Ninja Toad" Ninja in your hand to your opponent and move it to the bottom of your Deck to draw 3 cards.
Teaching a Secret Technique

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Mission M-119 Effect: Search for 1 "Sasuke Uchiha" with "Growth" in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. This effect cannot be used unless you have "Sasuke Uchiha" in play.
Complete Victory

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Mission M-120 Permanent

Effect: If your Team wins an Outstanding Victory by a difference of 8 or more in Team Power, discard every Ninja Battling against the Team.
Continue the Mission

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Mission M-121 Permanent (1)

Effect: Neither player can deploy any Ninjas. This card cannot be used during the turn in which a Ninja has been deployed.
Hot Spring

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Mission M-122 Target: Every injured Ninja

Effect: Heal the target.
Coward

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Mission M-123 Permanent (3)

Effect: When your opponent uses a Mission card, the value of your opponent's Turn Marker is considered to be reduced by X. X = the number of Ninja Blade coins on this card.
A Grain of Courage

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Mission M-124 Counter

Targett: 1 of your Ninjas

Effect: During this turn, if the target is the only Ninja sent out to block, none of the Attacker's Teams can win any Battle Rewards.
Secret Conspiracy

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Mission M-125 Effect: You can use any number of Mission cards during this turn.
Double Knockdown

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Mission M-126 Permanent

Effect: Your Ninjas cannot receive any Damage by a draw.
Ebisu Again

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Mission M-127 Target: 1 of your opponent's Clients

Effect: Move the target to your Village if you do not have a Client in play your Village.
Disarmament

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Mission M-128 Counter

Effect: The player with the most in-play Ninjas moves 2 Ninjas to their original owner's hand. The player with less in-play Ninjas moves 1 Ninja to the original owner's hand.
The Hyuga Lineage

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Mission M-129 Effect: If you have "Neji Hyuga" in play, you can search for 1 Jutsu card with "Requirements: 'Byakugan'" in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
A Flower that Carries a Wish

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Mission M-130 Target: Any number of your injured Ninjas

Effect: Move the target to the bottom of the original owner's Deck to move every Ninja in your hand with the same name as the target to your Village.
Challenging Again

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Mission M-131 Permanent (4)

Effect: Every time you flip a Ninja Blade coin, you can ignore the result and flip it again. If you need to flip a coin more than once, you can only redo one of the flips. This effect can only be applied once per "Ninja Blade coin flip effect" and cannot be duplicated.
Disgrace of the Village

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Mission M-132 Permanent (4)

Effect: Every time your opponent flips a Ninja Blade coin, the result is considered to be tails regardless of the result. If they need to flip a coin more than once, only 1 of the results of your choice is considered to be tails. This effect can only be applied once per "Ninja Blade coin flip effect" and cannot be duplicated.
Naruto Uzumaki

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Ninja N-085 [Fast Growth]

When this Ninja is put in play by the effect of "Growth," place an additional growth coin on top.
Sasuke Uchiha

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Ninja N-086 [Flowering of Ability]

Valid: During the Exchange of Jutsu, select 1 of the characteristics of an in-play Ninja and discard 1 Chakra to give this Ninja the selected characteristic during this turn.
Sakura Haruno

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Ninja N-087 [Kunoichi Pride]

Valid: While this Ninja is Battling against a "Female" Ninja, you can charge 1 Chakra to draw 1 card.
Ino Yamanaka

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Ninja N-088 [Acting]

You can negate 1 Jutsu card being used by this Ninja and return it to your hand. Then, move 1 of the cards in your Discard Pile to your Chakra area.
Shikamaru Nara

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Ninja N-089 [Smarty pants]

Valid: The value of this Ninja's "Mental Power" is considered to be the same as the number of cards in your hand, +1.
Choji Akimichi

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Ninja N-090 [Human Sphere]

Valid: This Ninja's Power cannot be changed by the effect of your opponent's Jutsu cards.
Kiba Inuzuka

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Ninja N-091 [Ninja Art of Beast Mimicry]

When this Ninja is sent out to Battle and opposed, look at the cards in your opponent's hand.
Shino Aburame

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Ninja N-092 [True Ace in the Hole]

When this Ninja is put in play by the effect of "Growth," you can draw the bottom card from your Deck.
Hinata Hyuga

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Ninja N-093 [My Nindo]

Valid: If this Ninja is in injured status and receives Damage, flip a Ninja Blade coin. If it's heads, negate the Damage.
Rock Lee

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Ninja N-094 [Releasing the Gates]

Valid: During the Exchange of Jutsu, you may discard X number of your Chakras to give this Ninja +X/+0 during this turn. Then, discard this Ninja at the end of the turn.
Neji Hyuga

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Ninja N-095 [Attack on Chakra Point]

Valid: 1 Head Ninja Battling against this Ninja cannot be the user of Jutsu cards.
Tenten

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Ninja N-096 [Never Missing the Target]

This Ninja can use the "Kunai" Jutsu card without paying its Jutsu cost.
Suzume

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Ninja N-097 [Kunoichi Education]

While this Ninja is Battling as the Blocker, this Ninja's Team and the Team Battling against it perform a Mental Power Battle.
Iyashi

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Ninja N-098 [Medical Ninjutsu]

Valid: When this Ninja is sent out to Attack, you can heal 1 of your Ninjas at the end of the turn.
Raido Namiashi

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Ninja N-099
Hayate Gekko

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Ninja N-100 [Judgement]

When another Ninja in this Ninja's Team is discarded as the result of the Showdown, send it to either the top or bottom of its original owner's Deck.
Jiraiya

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Ninja N-101 [Pervy Sage]

If While this Ninja is in your hand and your opponent's Village has a "Female" Ninja that is not "Genin," this Ninja gets -1 Entrace cost.
Gama

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Ninja N-102 [Heteromorphy]

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

Valid: If this Ninja is discarded after being in play, move it to the bottom of your Deck.
Dosu Kinuta

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Ninja N-103 [Sound Conduction]

Valid: The Damage inflicted by this Ninja's Team at the Showdown cannot be reduced.
Zaku Abumi

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Ninja N-104 [Secret Weapon]

Valid: If you have no cards in your hand when this Ninja is sent out to Battle, draw 1 card.
Kin Tsuchi

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Ninja N-105 [Hypnotic Sound]

When you get a Ninja Blade coin flip effect by the effect of your own Jutsu card, draw 1 card. This effect can only be applied once per Ninja Blade coin flip effect.
Yoroi Akado

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Ninja N-106 [Chakra Absorption]

When this Ninja is sent out to Attack, you can discard 1 of your opponent's Chakras.
Misumi Tsurugi

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Ninja N-107 [Elasticity]

Valid: During the Exchange of Jutsu, discard 1 of your Chakras to give this Ninja -1/+1 during the turn. This effect can be used up to twice per turn.
Kabuto Yakushi

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Ninja N-108 [Withdrawal]

Valid: During your Mission Phase, you can move this Ninja to the top of the original owner's Deck to move 1 in-play "Permanent" Mission card to its original owner's Chakra area.
Kakshi Hatake

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Ninja N-109 [Late Arrival]

Valid: This Ninja can neither be included in any Teams nor be sent out to Battle during the turn it is put in play.
Might Guy

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Ninja N-110 [Passionate Teacher]

Valid: This Ninja can use Jutsu cards with "Requirements: Rock Lee."
Akamaru

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Ninja N-111 [Ninja Art of Beast Mimicry]

Valid: When this Ninja is in the same Team as "Kiba Inuzuka" and is sent out to Attack, discard the top card of your opponent's Deck.
Gaara of the Desert

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Ninja N-112 [Overflowing Madness]

When this Ninja's Team wins a Victory or an Outstanding Victory, you can give 1 Damage to 1 of the other Ninjas in this Ninja's Team to win 1 additional Battle Reward.
Kankuro

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Ninja N-113 [Audacious Grin]

Valid: All "Puppet" Ninjas in this Ninja's Team gets +1/+1.
Temari

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Ninja N-114 [Wind Charmer]

In addition to paying the Jutsu cost, your opponent must discard 1 Chakra to make a Ninja in this Ninja's Team the target of Jutsu cards.
Naruto Uzumaki

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Ninja N-115 [Self-Sacrificing Attack]

If this Ninja's Team is Defeated, Completely Defeated, or draws, give 1 Damage to the Head Ninja that just Battled against this Ninja.
Sasuke Uchiha

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Ninja N-116 [Fire Style!]

Valid: When this Ninja becomes the user of a Jutsu card with "Fire" symbol, it gets +1/+1 during the turn.
Gaara of the Desert

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Ninja N-117 [Sand Barrier]

Valid: This Ninja is unaffected by the effects of your opponent's Ninjas.
Naruto Uzumaki

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Ninja N-118 [Last Minute Success]

Valid: While this Ninja is in injured status, it's Combat Attribute becomes "Oil."
Sasuke Uchiha

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Ninja N-119 [Windmill of Shadows]

Valid: If your opponent's Ninja uses a Jutsu card to negate a Jutsu card used by this Ninja, they must discard 2 Chakras in addition to paying their card's Jutsu cost.
Sakura Haruno

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Ninja N-120 [A Sympathy Visit]

When this Ninja is put in play, you can move the same number of cards in your Discard pile as your injured Ninjas to the top of your Deck. Then, shuffle your Deck.
Ebisu

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Ninja N-121 [Repeated Defeat]

When this Ninja is put in play, draw 1 card.

Valid: This Ninja's Team cannot win any Battle Reward if your opponent has a "Satoosa" or higher Rank Ninja in play.
Hayate Gekko

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Ninja N-122 [Detecting a Plan]

During your opponent's Mission Phase, you can negate and discard 1 of the Mission cards being played. Then, discard this Ninja at the end of the turn.
Kakashi Hatake

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Ninja N-123 [Energizing the Brain]

When this Ninja is put in play, flip a Ninja Blade coin. If it's heads, place a growth coin on this Ninja.
Asuma Sarutobi

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Ninja N-124 [Barbecue]

Valid: If your Team with only "Genin" Ninja(s) is sent out to Attack and is Defeated, Completely Defeated, or draws, you can draw 1 card.
Hanabi Hyuga

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Ninja N-125 [Daughter of the Main Branch]

Valid: Any Ninja(s) with "Byakugan" in your hand gets -1 Entrance cost.
Hiashi Hyuga

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Ninja N-126 [Secret Mark]

Valid: You can discard 1 of your Chakras during your Mission Phase to make the Power of 1 of your opponent's Ninjas with "Byakugan" 0/0 during the turn. This effect cannot be used against "Main Branch" Ninjas.
Jiraiya

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Ninja N-127 [Releasing the Seal]

Valid: At the beginning of your turn, you can discard 1 of the cards in your hand to place 1 growth coin on a Ninja with "Growth" if it does not already have one.
Gamabunta

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Ninja N-128 [Most Powerful Giant Toad]

This Ninja cannot be deployed without using the Jutsu card "Summoning Jutsu".

Valid: This Ninja can only be sent out to Battle with Ninjas with an "Oil" Combat Attribute in the same Team.
The Fourth Hokage

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Ninja N-129 [Hero of the Village]

Valid: At the beginning of your turn, you can give 1 Damage to this Ninja to heal all of your injured Ninjas except this Ninja.
Baki

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Ninja N-130 [Cleaning Up]

If this Ninja is sent out to Attack and remains in your Village at the end of the turn, your opponent selects and discards 1 of their in-play Ninjas.
Shibuki

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Ninja N-131 [Coward]

Valid: This Ninja cannot be sent out to Attack.
Suien

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Ninja N-132 [Easy Power]

You can discard 1 of your Chakras to give this Ninja +2/+2 during the turn. Then, place a Ninja Blade coin symbolizing -1/-1 on this Ninja at the end of the turn.
Murasame

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Ninja N-133 [Special Wire]

If this Ninja's Team wins a Victory or an Outstanding Victory, place a Ninja Blade coin symbolizing -1/-1 on 1 Ninja that just Battled against this Ninja.
Kirisame

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Ninja N-134 [Shrewd Man]

While this Ninja is Battling against your opponet's Team that has 4 or less Team Power, it gets +1/+1 during the turn.
Hisame

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Ninja N-135 [Smartest Ninja in the Hidden Rain Village]

If this Ninja is the Head Ninja and Completely Defeated, you can select 1 of your Stand-By Ninjas and discard it to negate the Damage to this Ninja.

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