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Sabtu, 15 Oktober 2011

kartu naruto 6

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Hokage Style: Elder Jutsu

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j-706 Requirements: Entrance cost of 4 or more Target: 1 Ninja Battling against the user Effect: The target becomes a Stand-By Ninja and cannot be sent out to Battle during the next turn. If the user has a "Tree" Combat Attribute, the user's Team and the Team
Explosive Kunai

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j-707 Requirements: "Weapon" Combat Attribute or "Leaf" Target: 1 of your opponent's Tracked Ninjas Effect: The target becomes a Stand-by Ninja. If the target has no effect text or negated effect text, your opponent discards 1 card in their hand.
Summoning Jutsu: Projectile Weap

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j-708 Requirements: "Weapon" Combat Attribute or "Leaf" Target: 1 of your opponent's Ninjas Effect: The target is Tracked. (Only 1 Ninja can be Tracked per player.) Negate the target's effect text during this turn.
Wood Style: Tree Bind Eternal Bu

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j-709 Requirements: "Tree" Combat Attribute Target: Every Ninja in 1 of your opponent's Teams Effect: Negate the target's effect text during this turn. Then, the target becomes a Stand-By Ninja and cannot be sent out to Battle during the next turn. If the user
Shikamaru's Jugement

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j-710 Requirements: "Leaf" "Chunin" or higher Rank Effect: Select 1 of the following and apply it: (1) Negate 1 Jutsu card being played and move it to the top of its owner's Deck. (2) Remove 1 in-play Mission card from the game. If the user is "Shikamaru Na
Flying Swallow

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j-711 Target: 1 Ninja Effect: The user gets 3/ 3 and cannot be affected by the effects of your opponent's Jutsu cards during this turn. If the user is "Asuma Sarutobi", injure the target.
Awakening the Byakugan

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j-712 Requirements: "Byakugan" Effect: The user's Team gets 2 Team Power and 2 Team Mental Power during this turn. If the user's Team wins any Victory or Battle Reward, your opponent randomly discards 1 card in their hand.
Genjutsu of Pain!

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j-713 Requirements: Entrance Cost of 3 or more "Genjutsu" Combat Attribute Target: 1 Team Battling against the user Effect: Switch the Team Power of the user's Team and that of the target's during the Showdown of this turn. If the user has "Sharingan Eye", mo
Following the Trail

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j-714 Target: 1 of your opponent's Ninjas Effect: The target is Tracked. (Only 1 Ninja can be Tracked per player.) Your Ninjas get 1/ 1 while Battling against the Tracked Ninja during this turn.
Veterinary Meds

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j-715 Target: 1 of your "Animal" Ninjas Effect: Heal the target and it gets 2/ 2 during this turn.
Take Down

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j-716 Requirements: "Animal" Target: 1 Ninja Battling against the user Effect: Injure the target. If you have 4 or more "Ninja Dogs" Ninjas, the target becomes a Stand-By Ninja.
Backed Into a Corner

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j-717 Target: 1 of your opponent's Tracked Ninja Effect: Your opponent moves all their Ninjas into the target.s Team, in any position.
Quick Reflex

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j-718 Requirements: "Animal" Target: 1 Ninja in the user's Team Effect: The target cannot be affected by the effect of your opponent's Jutsu cards during this turn.
Revenge

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j-719 Target: User Effect: The target gets X/ 0 during this turn. X = number of Ninja cards in your Discard Pile. If the user is "Kakashi Hatake" double the value of X.
Reading Movement

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j-720 Requirements: "Sharingan Eye" Target: 1 Jutsu card being played Effect: Change the effect of the target to the following: The user gets -2/-2 during this turn and reveal your hand.
Expert Kunai

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j-721 Target: User Effect: The target gets 2/ 2 during this turn. The user's Power cannot be affected by the effects of your opponent's Ninja or Jutsu cards during this turn.
Wind Style: Toad Water Pistol

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j-722 Requirements: "Ninja Toad" Target: 1 Ninja Battling against the user Effect: The target becomes a Stand-By Ninja. Combination (Wind): Give 1 Damage to the target.
Collaboration Ninjutsu! Wind Sty

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j-723 Requirements: "Ninja Toad" Target: 1 Ninja Battling against the user Effect: Injure the target. Combination (Wind,Fire): Give 1 Damage to every Ninja in the target's Team.
Multi Shadow Clone Jutsu

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j-724 Target: User Effect: Search your Deck for any number of Ninja cards and remove them from the game. The target gets X/ X during this turn. X = the number of Ninja cards removed from the game due to this effect.
Summoning Jutsu

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j-725 Requirements: "Oil" Combat Attribute Effect: Search your Deck for 1 "Ninja Toad" Ninja card, reveal it, and move it into the user's Team in any position.Then, Shuffle your Deck. At the end of the turn, if the user did not have an Entrance cost of 4 or mo
Collateral Damage

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j-726 Target: 1 "Tailed Beast Form" Ninja Effect: Give 1 Damage to every Ninja in the target's Team. If the user's Team is Battling against a "Tailed Beast Form" Ninja, the user's Team wins a Victory, regardless of the results of the Showdown during this turn.
Clone Tactics

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j-727 Requirements: "Clone Status" Target: 1 Jutsu card being played Effect: Apply the same Effect as the target. (Targets remain the same)
Snake Transformation Jutsu

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j-728 Target: User Effect: If the target would be removed from play due to the Showdown or by the effects of your opponent's cards during this turn, heal it and place a Growth coin on it instead.
Transference Ritual

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j-729 Target: 1 Ninja Effect: The user gets the target's effect text during this turn. Then, Negate the target's effect text and it gets -2/-2 during this turn.
Curse Mark Activation

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j-730 Requirements: Entrance cost of 2 or more Target: User Effect: Discard any number of cards from your hand and/or Chakra area. The target gets 2/ 2 for each card discarded due to this effect. During the Showdown of this turn, if the user's Team wins any Vi
Sword Charge

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j-731 Target: 1 Ninja Battling against the user Effect: The target's Power becomes equal to its printed Power during this turn. Then, discard up to 2 of your opponent's Chakra or move up to 2 cards from your Discard Pile to your Chakra area.
Chidori Lance

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j-732 Requirements: Entrance cost of 4 or more Target: 1 Ninja Effect: Negate the target's effect text during this turn. Then, if the target's Symbol is different from the user's Symbol, its Power becomes 0/0 during this turn.
Multiple Striking Shadow Snake

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j-733 Requirements: Entrance cost of 4 or more. Target: Every Ninja Battling against the user Effect: Injure the target. Negate any Jutsu cards being used by target.
Chidori Sword

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j-734 Target: 1 Ninja Battling against the user Effect: Injure the target. Then, if the user has an Entrance cost of 4 or more, you can move the top 2 cards of your Deck to your Chakra area.
Snake Bind

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j-735 Target: Every Ninja in the user's Team Effect: The target becomes a Stand-By Ninja. If the user has a Water Symbol, place 1 Growth coin on the target.
Elemental Defense

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j-736 Target: 1 Jutsu card being played with 1 or more specific Symbols in its cost Effect: Negate and move the target to it to its owner's hand. If the user is "Jonin" or higher Rank, negate and discard the target instead.
Sand Cocoon

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j-737 Requirements: Entrance cost of 2 or more Target: User Effect: Move the target to its owner's hand. In that case, move a Ninja card with the same name as the target from your hand into the target's Team in any position. If the user was not "Gaara of the D
Puppet Master Jutsu

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j-738 Requirements: Entrance cost of 4 or more Target:1 Ninja Battling against the user Effect: Move the user and the target to their owner's hand. If the user is a "Surge" Ninja, draw 1 card.
Iron-Armed Punch!

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j-739 Target: User Effect: The target gets "Surge" during this turn.(Valid: During the exchange of Jutsu, you can discard 1 Ninja card from you hand with the same name as this Ninja. In that case, this Ninja gets 2/ 2 during this turn.) In that case, the targe
Iron Sand: Unleash!

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j-740 Requirements: Entrance cost of 6 or more Effect: Move every Ninja to its owner's hand. If the user is a "Puppet" Ninja, this Jutsu cannot be affected by the effects of your opponent's cards.
Wind Style: Rasen Shuriken

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j-741 Requirements: Naruto Uzumaki Entrance cost of 3 or more Target: 1 Ninja Battling against the user. Effect: Flip a coin twice. If you got any heads, draw 1 card and injure the user. If you got any tails, injure the target.
Flamethrower

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j-742 Requirements: Entrance cost of 5 or more Target: 2 of your opponent's Ninjas Effect: Your opponent selects 1 of the targets and moves it to its owner's hand. If the user is a "Puppet Master" Ninja, you can select 1 of the targets instead.
Team Asuma

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m-670 Permanent (3) Effect: When your opponent wins or gets any Battle Rewards, draw 1 card.
Masters of Weapons

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m-671 Permanent Effect: During your opponent's Mission Phase, you select and apply 1of the following effects according to the number of your opponent's Battle Rewards: (3 ) Your opponent's Jutsu cards cost (1) more to play during this turn. (5 ) At the end of t
Comparative Strengths

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m-672 Counter Permanent (2) Target: 1 Ninja Effect: Attach this card to the target. The target's effect text is changed to the following: "Valid: This Ninja cannot become the user of Jutsu cards with 1 or more specific Symbols in its Jutsu cost."
Student and Sensei

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m-673 Effect: Your opponent gets 1 Battle Reward. In that case, draw 2 cards.
Kakuzu's Abilities

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m-674 Effect: Turn 1 of your opponent's Battle Rewards face up. Then, apply the following effects according to the card types found among your opponent's face-up Battle Rewards: Ninja) Discard up to 2 of your opponent's Chakra. Mission) Draw 2 cards an
Shelter from the Shifting Sands

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m-675 Effect: Select 2 of your opponent's Battle Rewards. If any of them are face up, you can move 1 of them to your hand, then discard the rest. Effect: While this Mission card is in your Chakra area, your opponent's maximum hand size is reduced by 1.
Surprise Help

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m-676 Permanent (2) Effect: During your Mission Phase, you can discard the top 4 cards of your Deck. In that case, put 1 "Ninja Dog" Ninja card from your Discard Pile with an Entrance cost less than or equal to your Turn Marker in play.
Rapid Communication

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m-677 Permanent:(3) Effect: When your opponent's Tracked Ninja is sent out to Block, draw 1 card.
Scouting Party

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m-678 Effect: Teams with "Ninja Dog" Ninjas don't count towards the "3 Teams sent out to Attack" Restriction during this turn. Ninjas cannot receive any Damage due to the Showdown during this turn.
Masters of Genjutsu

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m-679 Permanent Effect: During your Mission Phase, select and apply 1 of the following effects according to the number of your Ninjas with a "Genjutsu" Combat Attribute: 3 ) Select 1 of your opponent's Ninjas. The selected Ninja cannot use Jutsu cards during th
Hidden Leaf Veterinary Hospital

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m-680 Target: All your "Animal" Ninjas Effect: Heal the target. Then, place 1 Growth coin on it.
Sync Dance

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m-681 Effect: Search your Deck for an "Animal" Ninja card, reveal it, and move it to your hand. Then, shuffle your Deck.
Desperate Training

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m-682 Permanent (3) Effect: When this Mission card is put in play, select a Symbol. All your "Ninja Toad" Ninjas get the selected Symbol.
Relaxation

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m-683 Permanent (2) Effect: Jutsu cards cannot be played.
Silent Prayer

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m-684 Permanent Effect: All Counter Mission cards get 1 Hand cost.
Well Fed

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m-685 Permanent Effect: During your Mission Phase, you can move the top card of your Deck to your Chakra area. Effect: During the Exchange of Jutsu, you can move any number of cards from your hand to your Chakra area.
Enveloping Chakra

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m-686 Permanent (3) Target: 1 Ninja Effect: The target gets 4/ 0, "Tailed Beast Form", and the following effect text: "This Ninja must be sent out to battle, if possible."
Animal Contract

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m-687 Permanent (4) Effect: When this Mission card is put in play, select 1 of the following: Ninja Toad, Ninja Dog, Tailed Beast Form, or Snake Effect: When a Ninja with the selected Characteristic is put in play, draw 1 card. This effect cannot be duplicated.
Chakra Molding

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m-688 Permanent (3) Effect: All your Jutsu cards get the following effect: Combination (Lightning): The user gets 3/ 0 during this turn. (If another Ninja in the in the Team of this Jutsu's user has a Lightning Symbol, The user gets 3/ 0 during this turn.)
Spread Talons

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m-689 Permanent (3) Effect: At the start of your opponent's turn, if you have no cards in your hand, you can discard 1 of your opponent's Chakra. In that case, move 1 card from your Discard Pile to your Chakra area.
Friendship from Sorrow

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m-690 Effect: Look at the top 3 cards of your Deck, move 1 to your hand, 1 to your Chakra area, and 1 to your Discard Pile. During your Mission Phase, if this card is in your Chakra area, you can remove this card and another card in your Chakra area from the ga
Formation of The Hebi

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m-691 Effect: Search your Deck for a "Hebi" Ninja card, reveal it, move it to your hand. Then, shuffle your Deck. During your Mission phase, if this card is in your Chakra area, you can remove it from the game. In that case, place a Growth coin on a "Hebi" Ninj
Controlling the Curse

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m-692 Permanent (2) Effect: When this Mission card is put in play, draw 1 card. Effect: During your Mission phase, if you have 2 or less cards in your hand, you can move 1 card from your Discard Pile to your Chakra area.
Sasori's Feelings

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m-693 Effect: Draw 1 card for each of your Ninjas with an Entrance cost of 4 or more. If this card is discarded from your hand or Deck due to your opponent's effect, move it to your hand instead.
Puppet Fight: 10 vs. 100!

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m-694 Effect: Each player reveals up to 10 cards from the top of their Deck and puts any number of Ninja cards from among the revealed cards and from their hand in play. Effect text of Ninjas put in play due to this effect are negated. In that case, your oppone
Kankuro's Puppet Show

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m-695 Counter Target: (1) 1 Ninja or in-play Mission (2) 1 of your Ninjas with an Entrance cost equal to or higher than target (1)'s Effect: Move target (1) and (2) to their owner's hand. If target (2) was a "Sand" Ninja, draw 1 card.
Shinobi of the Sand

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m-696 Permanent Effect: When 1 of your Ninjas is Surged, apply any of the following effects according to the number of your "Surge" Ninjas. 1 ) Your cards discarded for "Surge" are moved to the Chakra area instead. 3 ) Your .Surge. Ninjas get 1 Entrance cost.
Sakura's Desire

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m-697 Effect: Discard up to 2 Wind cards in your hand. If you discarded 1 card, draw 3 cards. If you discarded 2 cards, draw 4 cards. While this Mission card is in your Chakra area, your "Sakura Haruno" gets 1 Entrance cost and 1 Mental Power.
Battle over the Barrier

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m-698 Effect: At the start of the Battle Phase of this turn, each player selects up to 3 of their "Female" and/or "Medical" Ninjas and remove them from their Teams. Those Ninjas must be sent out to Battle ignoring all other effects during this turn. Other Ninja
Neji Hyuga

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n-883 <<DESTINY>> When this Ninja is deployed, your opponent gets 1 Battle Reward. Valid: During your Mission Phase, you can turn 1 of your opponent's Battle Rewards face up.
Hanabi Hyuga

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n-884 <<SISTERHOOD>> When your opponent wins or gets any Battle Rewards, look at them. If there are 1 or more Earth Jutsu cards among them, you can reveal and move them to your hand instead. Then, move the rest to their Battle Reward area face up.
Choji Akimichi

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n-885 <<WAY BIG!!!>> During the Exchange of Jutsu, you can turn 1 of your opponent's Battle Rewards face up. In that case, move 1 coin from another Ninja onto this Ninja.
Shikamaru Nara

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n-886 <<CHIVALROUS>> During your opponent's Mission Phase, you can turn 1 your opponent.s Battle Rewards face down. In that case, select 1 of your opponent's Ninjas and negate its effect text during this turn.
Hinata Hyuga

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n-887 <<POWER TO PROTECT>> Tracking Your opponent's Tracked Ninja cannot become the user of Jutsu cards. Valid: During your Mission Phase, you can turn 1 of your opponent.s Battle Rewards face up.
Ino Yamanaka

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n-888 <<DESIRE>> During your Mission Phase, you can exchange 1 card in your hand with 1 of your opponent's face-up Battle Rewards.(The exchanged card is placed face down.)
Neji Hyuga

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n-889 <<BATTLE READY>> Tracking Your opponent's Tracked Ninja must be sent out to Battle, if possible. Valid: During your Mission Phase, you can turn 1 of your opponent's Battle Rewards face up.
Zetsu

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n-890 <<MYSTERIOUS NATURE>> Tracking While this Ninja card is face-up in your opponent's Battle Reward area, you can deploy it. Valid: The effect text of your opponent's Tracked Ninja is negated.
Asuma Sarutobi

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n-891 <<THE WILL OF FIRE>> During the Exchange of Jutsu, you can turn 3 of your opponent's Battle Rewards face down. In that case, make 1 Battling Ninja a Stand-By NInja. Cards in your hand and Chakra area cannot be affected by your opponent's effects.
Yamato

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n-892 <<SEEDS OF STRENGTH>> When this Ninja is deployed, you can play a face-up Mission card from your opponent's Battle Reward area (ignoring its Hand cost). Valid: During your Mission Phase, you can turn 1 Battle Rewards face up or face down.
Deidara

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n-893 <<DANGEROUS ARTIST>> During the Exchange of Jutsu, you can turn 3 of your opponent's Battle Rewards face down. In that case, negate all Jutsu cards played during this turn.
The First Hokage

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n-894 <<THE CREATOR>> When this Ninja is deployed, your opponent skips their next Mission Phase. Valid: Your opponent's Mission and Client cards get X Entrance cost. X = the number of your opponent's face-up Battle Rewards.
Neji Hyuga & Hinata Hyuga

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n-895 <<POWER OF THE HYUGA CLAN>> Tracking Valid: When your opponent's Tracked Ninja is sent out to Attack, your opponent must randomly discard 1 card from their hand. Valid: During your Mission Phase, you can turn up to 2 of your opponent's Battle Rewards face
Urushi

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n-896 <<Feral Tracker>> Tracking (When this Ninja is put in play. Select a Ninja name.Your opponent's Ninjas that include that name are considered Tracked. Only 1 Ninja name per player can be Tracked at a time.) While your opponent has a Tracked Ninja, this Ni
Guruko

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n-897 <<Fast Tracker>> Tracking While this card is in your hand, If you have 1 or more "Ninja Dog" Ninjas and/or Ninjas that include "Hatake. in their name, this Ninja is not included in the .1 Ninja per turn. restriction. During the Exchange of Jutsu, you ca
Kiba Inuzuka

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n-898 <<Novice Tracker>> Tracking (When this Ninja is put in play. Select a Ninja name.Your opponent's Ninjas that include that name are considered Tracked. Only 1 Ninja name per player can be Tracked at a time.) When this Ninja is sent out to Attack, if your
Sasuke Uchiha

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n-899 <<New Found Ability>> When this Ninja is sent out to Battle, you can move up to 2 cards from your Discard Pile to your Chakra area. In that case, discard 3 of your Chakra at the end of your turn.
Big Bark Bull

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n-900 <<Big Bark Tracker>> Tracking (When this Ninja is put in play. Select a Ninja name.Your opponent's Ninjas that include that name are considered Tracked. Only 1 Ninja name per player can be Tracked at a time.) When your opponent's Tracked Ninja is sent out
Obito Uchiha

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n-901 <<Elite Uchiha>> Valid: While this Ninja is injured, Fire Jutsu cards used by this Ninja cost (1) less to play.
Biscuit

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n-902 <<Reliable Tracker>> Tracking During your Mission Phase, if this Ninja card is in your Chakra area or Discard Pile and you have 3 or more Ninjas that share a Symbol with this Ninja card, you can put this Ninja card in play (Entrance cost must be met).
Kotetsu Hagane

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n-903 <<Reliable Back-Up>> When this Ninja is sent out to Battle, you can discard 1 of your Fire Chakra and select 1 of your opponent's Ninjas with an Entrance cost of 1 or less. In that case, the selected Ninja gets -2/-2 during this turn.
Hayate Gekko

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n-904 <<Gone But Not Forgotten>> During your opponent's Mission Phase, you can discard 1 of your Fire Chakra and select 1 of your Ninjas. In that case, the selected Ninja cannot be affected by the effect of your opponent's Mission cards during this turn.
Tobi

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n-905 <<Left Behind>> Valid: "Akatsuki" Ninja cards in your hand and Chakra area get -1 Hand cost. During your Mission Phase, you can move this Ninja to the bottom of your Deck. In that case, deploy an additional "Akatsuki" Ninja card from your hand during thi
Kakashi Hatake(Anbu Days)

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n-906 <<Expert Tracker>> Tracking Valid: Your "Ninja Dog" Ninjas get 1/ 1. While you have 4 or more "Ninja Dog" Ninjas, your opponent's Tracked Ninja cannot be sent out to Block.
Itachi Uchiha

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n-907 <<Second To None>> During your Mission Phase, you can discard 2 of your Fire Chakra. In that case, select up to X number of your opponent's Ninjas and they get -2/-2 during this turn. X = the number of your Ninjas with a "Genjutsu" Combat Attribute.
Gamakichi

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n-908 <<SON OF THE GAMA CLAN>> When this Ninja is put in play, look at the top 5 cards of your Deck. You can reveal a "Ninja Toad" Ninja card from among them and move it to your hand. Then, move the rest to the bottom of your Deck in any order.
Gamatatsu

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n-909 <<SON OF THE GAMA CLAN>> Valid: During the Exchange of Jutsu, you can discard 1 of your Chakra. In that case, select a Symbol. This Ninja gets the selected Symbol during this turn.
Gamariki

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n-910 <<SYNC TRAINING>> When this Ninja is put in play, look at the top 5 cards of your Deck. You can reveal a Jutsu card with Combination from among them and move it to your hand. Then, move the rest to the bottom of your Deck in any order.
Naruto Uzumaki

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n-911 <<One with the Toads>> Valid: This Ninja gets 1/ 1 while you have a Ninja Toad" Ninja.
Gama

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n-912 <<KEEPER OF THE SCROLL>> Valid: This Ninja cannot become the user of Jutsu cards.
Rock Lee

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n-913 <<Explosive Power>> This Ninja can be Surged by discarding any Ninja card from your hand with a "Taijutsu" Combat Attribute.
The Fourth Hokage

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n-914 <<Sage's Student>> Valid: Play with the top card of your Deck revealed. Your "Ninja Toad" Ninjas get the revealed card's Symbol(s).
Might Guy

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n-915 <Unstoppable Blue Beast>> Valid: While this Ninja's Combat value is 8 or more, this Ninja cannot be affected by the effects of your opponent's Jutsu and Ninja cards.
Sai

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n-916 <<Ink Summons>> During your Mission Phase, you can discard a card from your hand. In that case, put an "Animal" Ninja card from your Discard Pile in play with its effect text negated. At the end of the turn, if it still remains in play, remove it from the
Konohamaru Ninja Squad

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n-917 <<Leaf's Elite Academy?>> Valid: While this Ninja is injured, Jutsu cards used by this Ninja cannot be negated.
Anko Mitarashi

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n-918 <<Shared Spoils>> During the Mission Phase, you can discard this Ninja. In that case, if your opponent would draw cards due to an effect during this turn, you draw the same number of cards.
Naruto Uzumaki

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n-919 <<Sage in Training>> Valid: Your "Ninja Toad" Ninjas get 1/ 1. Valid: When 1 of your Ninjas becomes the user of a Jutsu card with Combination, you can search your Deck for a Jutsu card with Combination in its effect text, reveal it, shuffle your Deck, th
Kidomaru

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n-920 <<CURSED WEB>> During the Exchange of Jutsu, if you have 2 or less cards in your hand, you can make 1 Ninja with an Entrance cost of 1 or less Battling against this Ninja a Stand-By Ninja.
Jirobo

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n-921 <<CURSED FIST>> Valid: While you have 2 or less cards in your hand, this Ninja gets 2/ 0.
Tayuya

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n-922 <<CURSED FLUTE>> During the Mission Phase, if you have 2 or less cards in your hand, you can discard 2 of your Chakra. In that case, negate and discard 1 Mission card being played.
Kabuto Yakushi

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n-923 <<RESEARCHER>> During your Mission Phase, you can discard 2 of your Water Chakra. In that case, look at the top 3 cards of your Deck, move 1 to your hand, 1 to your Chakra area, and 1 to your Discard Pile.
Suigetsu Hozuki

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n-924 <<SWORDSMAN>> At the start of your turn, if you have no cards in your hand, draw 1 card. Valid: While you have no cards in your hand, Teams cannot perform a Mental Power Battle.
Karin

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n-925 <<SENSING>> During your Mission Phase, if you have no cards in your hand, you can discard 1 of your Chakra. In that case, move 1 Ninja or Jutsu card from your Chakra area to your hand.
Jugo

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n-926 <<ANGRY SOUL>> Valid:During your Mission Phase, if you have no cards in your hand, you can select 1 in-play non-Ninja card. In that case, discard the selected card.
Kimimaro

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n-927 <<SHARP STANCE>> During the Exchange of Jutsu, if you have 2 or less cards in your hand, you can discard 3 of your Water Chakra. In that case, negate and discard 1 Jutsu card being played.
Kimimaro (Childhood)

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n-928 <<PIERCING RESISTANCE>> Valid: When this Ninja is injured due to the Showdown, injure another Ninja with a Printed Entrance cost of 0.
Sakon

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n-929 <<CURSED TWINS>> When this Ninja is sent out to Attack, if you have 1 or less cards in your hand, you can place 1 Growth coin on a Water Ninja with no Growth coins. Cards in your Chakra area cannot be affected by the effects of your opponent's Ninja and
Anko Mitarashi (Childhood)

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n-930 <<SERPENT'S STUDENT>> Valid: When this Ninja is discarded due to the Showdown, move this Ninja to its owner.s Chakra area instead. In that case, you can move 1 card from your Discard Pile to your Chakra area.
Sasuke Uchiha

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n-931 <<VENGEFUL SPIRIT>> When this Ninja's Team wins any Victory, you can injure 1 of your opponent's Stand-By Ninjas. Valid: This Ninja is considered to have "Jonin".
Orochimaru (Snake Form)

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n-932 <<SERPENT INCARNATION>> At the start of your turn, you can select 1 of your opponent's Ninjas with an Entrance cost less than this Ninja's Entrance cost. In that case, remove this Ninja from the game and move the selected Ninja to your Village. The select
Kimimaro & Jugo

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n-933 <<CURSED BONDS>> At the end of the Showdown give 1 Damage to 1 Ninja that Battled against this Ninja during this turn. This Ninja cannot be injured or receive Damage from the effects of your opponent's Jutsu cards.
Sasuke Uchiha (State 2)

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n-934 <<POWER OF THE CURSE>> This Ninja card can only be put in play during your Mission Phase by moving your "Sasuke Uchiha" with an Entrance cost of 4 or more to your Chakra area while you have no cards in your hand. While you have no cards in your hand, yo
Gaara of the Desert

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n-935 <<EXISTENCE>> When this Ninja would receive any Damage, you can move 1 "Surge" Ninja card from your Discard Pile to the bottom of your Deck. In that case, reduce the Damage by 1 instead.
Kankuro

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n-936 <<THREAT>> Valid: When 1 of your Ninjas is Surged, place a Growth coin on this Ninja.
Matsuri (Childhood)

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n-937 <<WIELDING THE RIGHT WEAPON>> Valid: While this Ninja is in the same Team as "Gaara of the Desert", this Ninja is not counted in the number of Ninjas in that Team. You can organize your Teams during your opponent's Mission Phase.
Temari

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n-938 <<CYCLONE>> When this Ninja is deployed or is Surged, you can move 1 "Surge" Ninja card from your Chakra area to its owner's hand.
Advisor of the Sand

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n-939 <<FOR THE VILLAGE>> When 1 of your Ninjas is Surged, draw 1 card. Valid: Your "Sand" and "Leaf" Ninjas get 1 Entrance cost.
Sakura Haruno

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n-940 <<IMPACT!!!>> Non-"Surge" Ninjas cannot be organized into Teams during the turn they are put in play. This Ninja cannot be affected by the effects of your opponent's Ninja with an Entrance cost lower than this Ninja's Entrance cost.
Black Ant, Crow, & Salamander

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n-941 <<WEAPONS OF FRIGHT>> Valid: The value of X is equal to the number of your "Surge" Ninjas . This effect cannot be negated. Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a "Manipulation" Combat Attribute.
Chiyo

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n-942 <<NUMBER OF FINGERS>> Valid: Surge on your Ninjas is changed to the following: "Valid: During the Exchange of Jutsu, you can discard 1 Ninja card from your hand with the same name as this Ninja. In that case, this Ninja gets 2/ 2 and you can negate 1 Jut
Kurenai Yuhi

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n-943 <<ILLUSIONIST>> The Power of your Ninjas with a "Genjutsu" Combat Attribute cannot be affected by the effects of your opponent's Jutsu cards.
Unkai Kurama

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n-944 <<REALITY OR ILLUSION?>> Your other Ninjas with a "Genjutsu" Combat Attribute cannot be affected by the effect of your opponent's Ninjas. Valid: When this Ninja is discarded due to the Showdown, draw 2 cards.
Hiruko

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n-945 <<IMPATIENT>> When this Ninja is sent to Attack or is Surged, you can select 1 of your opponent's Ninjas. In that case, at the end of the turn, if that Ninja was not sent out to Battle during this turn, return it to its owner's hand. Valid: "Sasori" Ninj
Katsuyu

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n-946 <<HEALER>> Valid: During your Mission Phase or Exchange of Jutsu, you can heal 1 Ninja or remove from play any number of coins on your Ninjas. Valid: At the end of your turn, If you have "Tsunade" in your Village, you can draw 1 card.
Sasori (Puppet Mode)

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n-947 <<SCORPION OF THE RED SANDS>> When this Ninja is sent to Attack, each player moves 1 of their Ninjas to its owner's hand at the end of this turn.(excluding this Ninja) Valid: When this Ninja is removed from play, draw 2 cards.
Temari & Gaara of the Desert

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n-948 <<DUST TORNADO>> When this Ninja is put in play, your opponent discards their hand. In that case, they draw cards equal to the the number they discarded minus one. Valid: Your opponent's non-"Surge" Ninjas get -2 Entrance cost.

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