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Minggu, 16 Oktober 2011

kartu naruto 9

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Taruho

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Client C-049 Effect: During the Mission Phase, you can discard this in-play Client. In that case, players cannot search for any cards during that turn.
Susuki

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Client C-050 Effect: Your Jutsu cards cannot be affected by the effects of your opponent's Jutsu cards.
Miroku

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Client C-051 Effect: Effect texts of Ninjas are negated during the turn they are put in play. Players cannot put in play Ninja cards except by deploying them.
Tongfa

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Jutsu J-541 Requirements: "Weapon" Combat Attribute "Chunin" or higher Rank Target: Every Back Ninja Battling against the user Effect: Support of the target cannot be added to the Team Power during the Showdown of this turn. Additionally, if you have a "Master of the Weapons" Mission card in play, change the target to injured status.
Dynamic Action

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Jutsu J-542 Requirements: "Taijutsu" Combat Attribute "Chunin" or higher Rank Target: User Effect: The target gets X/ X during this turn. X = the user's Entrance cost.
Storm by Rasengan

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Jutsu J-543 Requirements: "Naruto Uzumaki" "Clone Status" or "Jiraiya" or "The Fourth Hokage" Target: Every Back Ninja Battling against the user Effect: Discard the target.
Destructive Swing

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Jutsu J-544 Requirements: "Nine-Tailed Fox Spirit" Target: Every Ninja Battling against the user Effect: Give 1 Damage to the target. Additionally, switch the positions of the target in any way you like.
Fast Capture

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Jutsu J-545 Requirements: "Jonin" or higher Rank Target: 1 Ninja Battling against the user with printed Entrance cost of 4 or less Effect: Move the target to its owner's Chakra area.
Power of Sharingan

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Jutsu J-546 Requirements: "Sharingan Eye" Effect: Look at all the cards in your opponent's hand and discard up to 2 Jutsu cards among them.
Fire Style: Fire Ball Jutsu

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Jutsu J-547 Requirements: "Jonin" or higher Rank Target: 1 Ninja Effect: Give 1 Damage to the target. Additionally, the user can use "Fire Style: Fire Ball Jutsu" cards without paying their costs during this turn.
Burst of Lightning Blade

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Jutsu J-548 Requirements: "Kakashi Hatake" Target: 1 Ninja Effect: Give 1 Damage to the target. Additionally, the user can use the next Jutsu card with a "Fire" Symbol without paying its cost during this turn.
Assault of Snakes

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Jutsu J-549 Requirements: "Jonin" or higher Rank Effect: Search for X number of "Snake" Ninja cards in your Deck and put them in play in your Village. You can only discard Chakras with a "Water" Symbol for X.
Ecdysis

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Jutsu J-550 Requirements: "Orochimaru" or "Snake" Combat Attribute Target: User Effect: Search 1 Ninja card with the same name as the target in your Deck and discard it. In that case, the target cannot be removed from play during this turn. Additionally, if the target is injured, heal the target.
Sand Arm

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Jutsu J-551 Requirements: "Sand" Combat Attribute "Printed Entrance cost of 5 or more" Target: 1 of your opponent's Ninjas Effect: Injure the target and place it the Team Battling against the user in any position. If the user's Team wins a Victory or an Outstanding Victory this turn, give 1 Damage to 1 Ninja Battling against the user.
Giant Sand Shield

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Jutsu J-552 Requirements: "Sand" Combat Attribute "Printed Entrance cost of 5 or more" Target: Every one of your Ninjas Effect: The target cannot be affected by your opponent's effects during this turn. Additionally, all Teams skip the Showdown of this turn.
Heaven Kick of Pain

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Jutsu J-553 Requirements: "Tsunade" Target: (1) 1 Ninja Battling against the user (2) Other Ninjas in the same Team as target (1). Effect: Give 2 Damage to target (1) and 1 Damage to target (2).
Chakra Thread

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Jutsu J-554 Requirements: "Manipulation" Combat Attribute Effect: Place 1 "Puppet" Ninja card in the user's Team in any position from your Chakra area or your Discard Pile.
Leaf Hurricane

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Jutsu J-555 Requirement: "Taijutsu" Combat Attribute Effect: Put 1 Ninja card with a "Taijutsu" Combat Attribute in play in any position in the user's Team from your Chakra area. At the end of the turn, if that Ninja still remains in play, move it to your hand.
Priestess's Bell

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Jutsu J-556 Effect: If you have a "Priestess" Ninja or "Priestess" Client in play, all Teams skip the Showdown of this turn. Additionally, your opponent cannot win any Battle Rewards this turn.
Chocolate Bomb!!

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Jutsu J-557 Requirements: "Rock Lee" "Chunin" or higher Rank or "Might Guy" Target: 1 Ninja Effect: If the user is in injured status, remove the target from game. If not, change the target to injured status.
Hidden Lotus

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Jutsu J-558 Requirements: "Rock Lee" "Chunin" or higher Rank or "Might Guy" Target: Every Ninja Battling against the user Effect: Change the target to injured status. Additionally, if the user is injured status, the target becomes a Stand-By Ninja.
Super Chakra Rasengan

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Jutsu J-559 Requirements: "Naruto Uzumaki" "Clone Status" or "Jiraiya" or "The Fourth Hokage" Target: Every Ninja Battling against the user Effect: If you have a "Priestess" Ninja or "Priestess" Client in play, move the target to the bottom of its owner's Deck in any order you like. If not, give 1 Damage to the target.
Shadow Mirror Body Transfer Art

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Jutsu J-560 Effect: If you have "Taruho" in play, you can remove it from game. In that case, put 1 Ninja card from your hand in play and place it in any of your Teams in any position.
Monstrous Warriors

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Jutsu J-561 Requirements: "Quartet" Effect: Search for 1 Ninja card with [THE QUARTET] effect in your Deck, show it to your opponent and place it in the user's Team in any position. Then, shuffle your Deck.
Water Style: Surface Slicer

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Jutsu J-562 Requirements: "Quartet" Target: 1 Jutsu card being used Effect: Negate the target and move it to the top of its owner's Deck. Additionally, if the user is "Shizuku", discard the top card of your opponent's Deck.
Combination Ninjutsu

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Jutsu J-563 Requirements: "Quartet" Target: 1 Ninja Effect: If you have 2 or more other Ninjas with [THE QUARTET] effect in the user's Team, give 2 Damage to the target.
Chakra Infusion

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Jutsu J-564 Requirements: "Dark Medical" Target: Every one of your Ninjas with [THE QUARTET] effect Effect: Heal the target and place 1 Growth coin on it. Additionally, if the user is "Kusuna", the target gets 2/ 2 during this turn.
Wind Style: Divine Down-Current

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Jutsu J-565 Requirements: "Quartet" Target: 1 Ninja Battling against the user Effect: Change the target to injured status. Additionally, if the user is "Setsuna", move this Jutsu card to your hand.
Earth Style: Petrifying Jutsu

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Jutsu J-566 Requirements: "Quartet" Target: Every one of your Ninjas with [THE QUARTET] effect Effect: The target cannot be affected by your opponent's effects during this turn. Additionally, if the user is "Gitai", the target gets 3/ 3.
Youth at Full Power!

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Jutsu J-567 Requirements: "Taijutsu" Combat Attribute "Chunin" or higher Rank Target: User Effect: The target gets X/ X and X Mental Power where X is the number of your in-play Ninjas with a "Taijutsu" Combat Attribute. Additionally, the target cannot be affected by the effects of your opponent's Jutsu cards during this turn.
Great Leaf Flash

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Jutsu J-569 Requirements: "Rock Lee" "Chunin" or higher Rank or "Might Guy" Target: Every Back Ninja Battling against the user Effect: Move the target to their Chakra area.
Radiant Energy

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Jutsu J-570 Requirements: "The Nine-Tailed Fox Spirit" or "Tailed Beast Form" Target: 1 Ninja Effect: Give X Damage to the target. X = the number of your opponent's Battle Rewards.
Ninja Art: Super Beast Scroll Fa

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Jutsu J-571 Requirements: "Brush" Combat Attribute Target: User Effect: The user becomes a Stand-By Ninja. Additionally, during your next turn, the target's Team cannot be Blocked.
Ninja Art: Super Beast Scroll Sn

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Jutsu J-572 Requirements: "Sai" Target: Every Ninja Battling against the user Effect: The target cannot become the user of Jutsu cards during this turn. Additionally, if the target receives any Damage during this turn, it is moved its owner's Chakra area instead.
Snake Sword

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Jutsu J-573 Requirements: "Orochimaru" or "Sasuke Uchiha" "Printed Entrance cost of 4 or more" Target: 1 Ninja Battling against the user Effect: Move the target to their Chakra area. This Jutsu card cannot be affected by your opponent's Jutsu cards.
Mulitple Striking Shadow Snake

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Jutsu J-574 Requirements: "Orochimaru" or "Sasuke Uchiha" "Printed Entrance cost of 4 or more" Target: Every Ninja Battling against the user with a printed Entrance cost lower than that of the user's Effect: Move the target to the bottom of their Deck. This Jutsu card cannot be affected by your opponent's Jutsu cards.
Chidori Stream

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Jutsu J-575 Requirements: "Sasuke Uchiha" "Printed Entrance cost of 4 or more" Target: Every Ninja Battling against the user Effect: The Power of the target becomes 0/0 during this turn and the Mental Power of the target becomes 0 during this turn. Additionally, negate the effect texts of the target during this turn.
Sickle Chain

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Jutsu J-576 Requirements: "Weapon" Combat Attribute Target: User Effect: The target gets 3/ 3 during this turn. Additionally, if you have a "Master of the Weapons" Mission card in play, the target gets 2/ 2 during this turn.
Weapon Control! Tensasai

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Jutsu J-577 Requirements: "Weapon" Combat Attribute "Chunin" or higher Rank Target: 1 Ninja Battling against the user Effect: Give 1 Damage to the target. Additionally, if you have a "Master of the Weapons" Mission card in play, give 1 Damage to the target.
Antidote

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Jutsu J-578 Requirements: "Medicine" Combat Attribute Effect: Heal the user and it cannot be affected by the effects of your opponent's Ninja and Jutsu cards during this turn. Additionally, if you have 1 or more other Ninja with a "Medicine" Combat Attribute, heal all the other Ninjas in the user's Team and they cannot be affected by the effects of your opponent's Ninja and Jutsu cards during this turn.
8 Trigrams Hazan Strike

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Jutsu J-579 Requirements: "Byakugan" "Printed Entrance cost of 3 or more" Target: Every Ninja Battling against the user Effect: Switch the positions of the target in any way you like.
Fist of Anger

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Jutsu J-580 Requirements: "Sakura Haruno" "Chunin" or higher Rank or "Tsunade" Effect: If the user is injured, move 1 Ninja Battling against the user to it's owner's Chakra area. If not, move 1 Ninja Battling against the user with printed Entrance cost equal to or lower than that of the user's to its owner's hand.
Cherry Blossom Impact

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Jutsu J-581 Requirements: "Sakura Haruno" "Chunin" or higher Rank or "Tsunade" Target: Every Ninja Battling against the user with printed Entrance cost equal to or lower than that of the user's Effect: The target becomes a Stand-By Ninja and give 1 Damage to it.
Detonating Clay

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Jutsu J-582 Requirements: "Deidara" Target: 2 of your opponent's Ninjas Effect: Give 1 Damage to the target.
Gentle Fist

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Jutsu J-583 Requirements: "Byakugan" Target: Every Back Ninja Battling against the user Effect: The target gets 0/-2 and -2 Mental Power during this turn.
Emergency Meeting

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Jutsu J-584 Requirements: "Mental Power" of 2 or more Effect: The user's Team and the Team Battling against it perform a Mental Power Battle during this turn.
Giving Ones Best

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Jutsu J-585 Requirements: "Taijutsu" Combat Attribute Target: User Effect: If you paid the cost of this Jutsu with 1 or more Ninja cards with a "Taijutsu" Combat Attribute, the user gets X/ X during the turn where X is the healthy status Combat value of 1 of them of your choice.
Thousand Arms Manipulation

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Jutsu J-586 Requirements: "Iron" Combat Attribute Effect: Place a total of 6 Ninja Blade coins symbolizing -2/-2 coins on your opponent's Ninjas in any way you like.
Wood Style: Four Pillars House J

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Jutsu J-587 Requirements: "Tree" Combat Attribute Effect: Move up to 2 Mission cards from your Discard Pile to your hand.
Massive Iron Sand Attack

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Jutsu J-588 Requirements: "Iron" Combat Attribute Target: Every Ninja with 2 or more -2/-2 coins Effect: Remove the target from game.
Kamui

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Jutsu J-589 Requirements: "Kakashi Hatake" or "Itachi Uchiha" Target: 1 Ninja Effect: Place the target in your Battle Reward area face down.
8 Trigrams Air Palm

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Jutsu J-590 Requirements: "Byakugan" "Printed Entrance cost of 3 or more" Target: Every Ninja Battling against the user with printed Entrance cost equal to or lower than that of the user's Effect: Change the target to injured status.
Glare of Snake

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Jutsu J-591 Effect: During your opponent's next turn, if your opponent deploys a Ninja card, they cannot move their Turn Marker up at the end of that turn.
Power of the Evil

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Jutsu J-592 Requirements: "Nine-Tailed Fox Spirit" Effect: If the user's Team is Battling, regardless of the result of the Battle, the user's Team wins an Outstanding Victory during the Showdown of this turn instead.
Special Power

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Jutsu J-593 Requirements: "Sasuke Uchiha" Printed Entrance cost of 4 or more" Effect: Randomly select 1 of the cards in your opponent's hand and place it in your Battle Reward area face down.
Sealing the Evil

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Jutsu J-594 Requirements: "Tree" Combat Attribute Target: 1 Ninja Effect: Move the target to the bottom of its owner's Deck.
Ink Clone Jutsu

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Jutsu J-595 Requirements: "Brush" Combat Attribute Target: User Effect: Move the target to the top of its owner's Deck. In that case, draw 3 cards from the bottom your Deck.
Running on the Water

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Jutsu J-596 Target: Every Ninja in the user's Team Effect: The target cannot be affected by the effects of your opponent's Jutsu cards that do not have a "Water" Symbol during this turn.
Stock

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Jutsu J-597 Requirements: "Medicine" Combat Attribute Effect: Select one of the followings and apply it: (1) Search for 1 Ninja card in your Deck and move it to your Discard Pile. (2) Search for 1 Ninja card in your opponent's Deck and move it to their Discard Pile.
Chakra Knife

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Jutsu J-598 Requirements: "Medicine" Combat Attribute Target: 1 Ninja Effect: Change the target to injured status.
Wood Style: Domed Wall

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Jutsu J-599 Requirements: "Tree" Combat Attribute Target: Every one of your Ninjas Effect: The target cannot be affected by your opponent's effects during this turn. Additionally, all Teams skip the Showdown of this turn.
Revival of the Dead

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Jutsu J-600 Requirements: "Orochimaru" Effect: If you paid the cost of this Jutsu with a "Summoning Jutsus: Reanimation" Jutsu card, or "Orochimaru's Forbidden Jutsu" Mission card, place up to 2 Ninja cards from your Discard Pile and/or your opponent's Discard Pile and put them(it) in play in the user's Team in any position.
Interrogation

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Jutsu J-601 Requirements: "Anbu" or "Satoosa" Target: Every Ninja Battling against the user with 0 or less Mental Power Effect: Move the target to the top its owner's Deck.
Leaf Academy

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Mission M-500 Permanent Effect: During your Mission Phase, you can apply one of the following effects according to the number of Growth coins on your in-play "Leaf" Ninjas: 4 ) Draw 1 card. 5 ) Place a Growth coin on 1 of your Ninjas. 8 ) You win 1 Battle Reward. 10 ) You win the game
Reunion of Destiny

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Mission M-501 Target: Your "Sasuke Uchiha" or "Naruto Uzumaki" Effect: If you selected your "Sasuke Uchiha" as the target, the target's Team can only be blocked by a Team that includes "Naruto Uzumaki" during this turn. If you selected your "Naruto Uzumaki" as the target, the target's Team can only be blocked by a Team that includes "Sasuke Uchiha" during this turn.
Betrayal

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Mission M-502 Counter Permanent (2) Target: (1) 1 of your Ninjas       (2) 1 of your opponent's Ninjas with an Entrance cost equal to or lower Entrance cost of that of target (1)'s Effect: When this Mission card's effect is applied, remove target (1) from game. In that case, move target (2) to your Village. When this Mission card is removed from play, if target (2) still remains in play, move it to its owner's Village.
Sacrifice

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Mission M-503 Permanent Effect: During your Mission Phase, you can discard 1 of your in-play Ninjas with an Entrance cost of 3 or more. In that case, move down your opponent's Turn Marker by 1.
Target of the Vengeance

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Mission M-504 Target: 1 of your opponent's Ninjas Effect: Remove 4 Ninja cards that include "Uchiha" in their names from game from your Village, and/or Chakra area. In that case, move the target to the bottom of its owner's Deck.
Lack of Sensitivity

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Mission M-505 Target: (1) 1 of your injured "Female" only Ninjas (2) 1 of your opponent's healthy "Male" Ninja Effect: Change target (1) to healthy status and change target (2) to injured status.
Luxurious Meal

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Mission M-506 Effect: Move up to 2 cards from your Discard Pile to your Chakra area and draw 1 card.
Temporary Squad

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Mission M-507 Permanent (2) Effect: Your Teams can include as many Ninjas as you like.
The Priestess Who Seals the Evil

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Mission M-508 Effect: Remove from game 1 of your "Priestess" Ninjas or "Priestess" Clients. In that case, move 1 of your opponent's Ninjas to the bottom of its owner's Deck.
Beyond the Time

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Mission M-509 Target: Your "Shion" Effect: If you don't have "Naruto Uzumaki" in play, remove the target from game. In that case, put a "Naruto Uzumaki & Shion" Ninja card in play from your Reinforcement Deck.
Changed Prophecy

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Mission M-510 Effect: Select a player. Then, move all the cards in the selected player's hand to the bottom of the owner's Deck. Then, that player draws the same number of cards that were moved minus one.
Competition

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Mission M-511 Counter Permanent Effect: When a player deploys a Ninja card with an Entranc cost of 6 or more, that player gets 2 Battle Rewards and draws 2 cards. Then, move this Mission card to your Chakra area. This Mission card cannot be played if your Turn Marker is 4 or more.
Retiring Character

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Mission M-512 Target: 1 of your Ninjas Effect: Move the target to your hand. Then, put it in play.
Surprise Attack from a Mysteriou

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Mission M-513 Counter Effect: Your opponent must select and discard 1 of their in-play Ninjas.
Powerless

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Mission M-514 Counter Permanent (2) Target: 1 Ninja Effect: Attach this card to the target. The printed Power of the target becomes 0/0. (If you attach this to your opponent's Ninja, they control this card.)
Punishment

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Mission M-515 Permanent Effect: If a player searches for any cards in their Deck, that player cannot move their Turn Marker up at the end of that turn. Additionally, that player cannot draw any cards at the beginning of their next turn.
Not Again

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Mission M-516 Permanent Effect: Ninjas that were sent out to Battle cannot be sent out to Battle during the next turn they were sent out.
Cold Eyes

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Mission M-517 Permanent (3) Effect: When a player sends out 1 or more Teams that include 2 or more "Male" Ninjas to Battle, that player must discard 1 card from their hand if they have any.
Heart-to-Heart Communication

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Mission M-518 Permanent Effect: Players cannot search for any cards in their Deck or put in play Ninja cards except by deploying them.
Weird Picture Book

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Mission M-519 Counter Effect: If your opponent searches 1 or more cards in their Deck during this turn, remove those cards from game instead.
Fake Smile

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Mission M-520 Effect: Select 1 Ninja card from your hand, place it in your Village keeping it face down, and declare if that Ninja card has 1 or more Hand cost or not. Then, your opponent guesses if that's correct or not and then reveal that card. If your opponent guessed it correct, place that card in their Battle Reward area faced down. If not, put that Ninja card in play.
Internal Trouble

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Mission M-521 Permanent Effect: At the end of each player's turn, if a Team has 4 or more Ninjas in it, that player must remove Ninjas in that Team from game until they have 3 or less Ninjas in that Team.
Secret Mission

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Mission M-522 Effect: Discard X number of cards from the top of your opponent's Deck. X = the number of cards in your opponent's hand.
Buddy System

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Mission M-523 Permanent (3) Effect: Teams with 2 or more different Symbols cannot be sent out to Battle. (If a Ninja card has 2 or more Symbols, that player can select one of them.)
Search for a Member

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Mission M-524 Effect: Move 1 Ninja card from your Chakra area or Discard Pile to your hand.
A Tail

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Mission M-525 Permanent (4) Effect: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, place 1 of your Stand-By Ninjas in any of your Battling Teams in any position.
Necklace of the First Hokage

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Mission M-526 Permanent Target: (1) 1 of your opponent's Ninjas (2) Your in-play "Yamato" or "The First Hokage" Effect: Target (1) and (2) cannot be sent out to Battle. When target (1) and/or (2) are(is) removed from play, move this Mission card to its Owner's Chakra area.
Master of the Weapons

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Mission M-527 Permanent Effect: During your Mission Phase, if your opponent has 2 or more Ninjas in play than you do, you can deploy 1 Ninja card with a "Weapon" Combat Attribute. That Ninja card is not counted towards the 1 Ninja per turn. This effect cannot be duplicated.
Inherited Kekkei Genkai

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Mission M-528 Permanent Effect: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, select 1 of your Ninjas with ?Byakugan?. The selected Ninja?s printed Combat and Support values are switched during that turn and the next turn.
Dummy

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Mission M-529 Permanent Effect: When 1 of your Ninjas would be removed from play by the effects of your opponent's Ninja cards, you can remove from game 1 Ninja card with an Entrance cost equal to or higher that that of that Ninja's from your hand or Discard Pile. In that case, that Ninja is not removed from play.
Member List

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Mission M-530 Effect: Designate a number. Then, look at all the cards in your opponent's hand and discard any Ninjas cards with the designated number Entrance cost from game.
Impatient Feeling

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Mission M-531 Permanent Effect: The Attacker for the turn must send at least 1 Team out to Attack if possible.
Earth Style: Hidden Mole Jutsu

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Mission M-532 Permanent Effect: During the Exchange of Jutsu, you can make 1 of your Battling Ninjas a Stand-By Ninja. In that case, at the end of that turn, you can organize your Teams.
Jealousy

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Mission M-533 Permanent (1) Effect: Your opponent cannot draw any cards.
Bashfulness

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Mission M-534 Counter Target: 1 Ninja with an Entrance cost of 4 or more that was just deployed Effect: Move the target to the top of its original owner's Deck.
Deep-Rooted Organization

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Mission M-535 Effect: Discard X number of cards from the top of both players' Deck. X = the number of your opponent's Turn Marker.
Deeply Cut Wound

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Mission M-536 Permanent Effect: When your opponent searches for any card(s), you can reveal a "The Nine-Tailed Fox Spirit" Ninja card or "Naruto Uzumaki (Tailed Beast Mode)" from your hand. In that case, remove that searched card(s) from game instead. Then, search your opponent's Deck for any number of cards that have the same name and remove them from game.
Approaching Shadow of a Snake

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Mission M-537 Permanent (2) Effect: Your opponent cannot move their Turn Marker during the turn they deploy 1 or more Ninjas.
Crying in Vain

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Mission M-538 Permanent (4) Effect: When your opponent puts a Ninja card in play except by deploying it, remove it from game instead.
The Power to Seal the Disaster

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Mission M-539 Permanent Effect: During the Mission Phase, you can discard 1 of your Chakras with an "Earth" Symbol. In that case, you can negate the effect texts of 1 of your opponent's Ninjas during that turn and the next turn.
Not Another Step!

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Mission M-540 Counter Permanent (3) Effect: When your opponent sends any Teams out to Attack, you can deploy 1 "Anbu" Ninja from your hand and place it in any of your Teams.
Firm Union

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Mission M-541 Permanent EEffect: During your Mission Phase, if you have 8 or more ?Leaf? Ninjas, you can select 1 of the following and apply it: (1) Move 1 of your opponent?s Battle Rewards to your hand (2) You win 1 Battle Reward This effect cannot be duplicated.
Will of the Third Hokage

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Mission M-542 Permanent (3) Effect: While you have 1 or more "Satoosa" Ninja cards in your Discard Pile, the effect texts of your opponent's Ninjas are negated.
Sharpening the Blade

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Mission M-543 Permanent Effect: Your Ninjas with a "Weapon" Combat Attribute get the following effect text: When any Ninja Battling against this Ninja's Team receives any Damage due to the Showdown, remove it from game after Damage is applied, even if that Damage is reduced to 0. This effect is negated if the Damage is negated.
Big Help

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Mission M-544 Effect: Reveal the bottom 5 cards of your Deck. If there are 1 or more "Ninja Toad" Ninja cards among them, select 1 of them and put in play. Then, return the rest and shuffle your Deck.
Leaf Hospital

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Mission M-545 Permanent Effect: During your Mission Phase, you can change 1 of your injured "Medical" Ninjas to healthy status. This effect cannot be duplicated.
Destiny of the Clan

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Mission M-546 Permanent (3) Effect: When a Ninja with a "Byakugan" is deployed, draw 1 card.
Approaching Showdown

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Mission M-547 Permanent (2) Effect: Only Ninjas with no Hand cost can be sent out to Battle.
Threat of the State 2

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Mission M-548 Permanent Effect: While this card is in play, the name of this card is considered to be ?Power of State 2?. When this Mission?s effect is applied, if you have another in-play ?Power of State 2? Mission card, you can search for 1 ?State 2? Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. When you put in play a "State 2" Ninja card, draw 1 card.
Leaf Police Force

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Mission M-549 Effect:You can search for 1 "The Symbol of the Proud Clan" Mission card or 1 Ninja card with [ LEAF POLICE FORCE] effect in your Deck show it to your opponent and place it in your hand. Then, shuffle your Deck.
Shion (Awakened)

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Ninja N-645 [SEAL] During your Mission Phase, you can remove this in-play Ninja from game. In that case, your opponent gets 3 Battle Rewards. In that case, select 1 of your opponent's Ninjas with an Entrance cost of 4 or less and remove it from game.
Kusuna

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Ninja N-646 [THE QUARTET] When this Ninja is put in play, heal all of your other Ninjas with [THE QUARTET] effect and place 1 Growth coin on each of them. At the end of the turn, if 1 or more of your Ninjas with [THE QUARTET] effect used 1 or more Jutsu cards with "Requirements: 'Quartet'", draw 1 card.
Shizuku

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Ninja N-647 [THE QUARTET] Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, your Ninjas with [THE QUARTET] effect get 1/ 1 during the turn.
Setsuna

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Ninja N-648 [THE QUARTET] Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, your Ninjas with [THE QUARTET] effect get 1/ 1 during the turn.
Gitai

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Ninja N-649 [THE QUARTET] Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, your Ninjas with [THE QUARTET] effect get 1/ 1 during the turn.
The Nine-Tailed Fox Spirit

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Ninja N-650 [DISASTER] When this Ninja is deployed, put 2 Ninja Blade coins symbolizing "Evil Chakra coins" on this Ninja. This effect can only be negated by [DRAWING OUT THE HIDDEN POWER] effect. Valid: At the beginning of your turn, remove 1 "Evil Chakra coin" from this Ninja. If you cannot, remove this Ninja from game. These "Evil Chakra coins" cannot be removed by other effects.
Naruto Uzumaki

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Ninja N-651 [DRAWING OUT THE HIDDEN POWER] Valid: When you put "The Nine-Tailed Fox Spirit" Ninja card in play. It's effect is negated. The effect texts of your in-play "The Nine-Tailed Fox Spirit" Ninja are negated.
Sakura Haruno

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Ninja N-652 [ARDENT SPIRIT] Valid: During your Mission Phase, if this Ninja is injured and has 1 or more Growth coins on it, you can change this Ninja to healthy status. In that case, this Ninja gets 2/ 0 during that turn.
Sasuke Uchiha

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Ninja N-653 [SEVERING THE BOND] During the Exchange of Jutsu, if this Ninja was sent out to Attack this turn, you can make 1 Ninja Battling against this Ninja's Team with printed Entrance cost of 2 or less a Stand-By Ninja. Valid: This Ninja is considered to have "Jonin".
Sai

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Ninja N-654 [HEARTLESS EYES] Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas and Mission cards.
Yamato

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Ninja N-655 [CONTROL BY FEAR] The effect texts of your opponent's Ninjas with lower printed Entrance cost than that of this Ninja's are negated. Valid: This Ninja can become the user of Jutsu cards with Requirements: The First Hokage".
Kiba Inuzuka

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Ninja N-656 [RELIABLE PARTNER] While this Ninja card is in your hand, when you deploy a "Ninja Dog" Ninja card, you can put this Ninja card in play from your hand. When this Ninja is sent out to Battle in the same Team with 1 or more other "Animal" Ninjas with no Growth coins, place 1 Growth coin on 1 of them.
Shino Aburame

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Ninja N-657 [SILENCE] Your opponent cannot search for any cards.
Hinata Hyuga

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Ninja N-658 [RESERVED CHARACTER] When this Ninja is put in play, randomly select 1 card in your opponent hand and discard it.
Hiashi Hyuga

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Ninja N-659 [THE BEST SHINOBI OF THE CLAN] When this Ninja is sent out to Battle, you can discard 2 of your Chakras. In that case, your opponent must move up to X number of cards from their hand to the top of their Deck where X is the number of your other in-play Ninjas with a "Byakugan". Additionally, at the end of that turn, your opponent moves up to the same amount of cards from the top of their Deck to their hand.
Akamaru

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Ninja N-660 [FAITHFUL NINJA DOG] When this Ninja is sent out to Attack in the same Team as 1 or more Ninjas that include "Inuzuka" in their names, discard 2 cards from the top of your opponent's Deck.
The 5th Kazekage

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Ninja N-661 [RELIANCE] While you have 4 or more other "Sand" Ninjas in play, this Ninja gets 2/ 2 and cannot be affected by your opponent's effects.
Kankuro

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Ninja N-662 [RUSH] When this Ninja is deployed, your opponent randomly selects up to 2 cards in your hand and reveals them(it). If there are 1 or more "Pupprt" Ninja cards among them, put them(it) in play.
Ebizo

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Ninja N-663 [RETURN] When this Ninja is put in play, you can move up to 3 "Puppet" Ninja cards with an Entrance cost of 3 or less in your Discard Pile and/or your Chakra are to your hand.
Sasori (Childhood)

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Ninja N-664 [REMARKABLE TALENT] When your opponent wins any Battle Rewards, you can look at it(them). If there are 1 or more "Puppet" Ninja cards among them, you can reveal it(them) and move it(them) to your hand instead. Then, move the rest to their Battle Reward area normally. Valid: This Ninja cannot be the user of Jutsu cards with "Requirements: "Sasori".
Deidara

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Ninja N-665 [TEMPER] When this Ninja is put in play, you can place a total of 2 "Bomb coins" on your opponent's Ninjas in any way you like. Valid: You can play "Art is an explosion!" Mission cards without paying their Hand cost.
Orochimaru

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Ninja N-666 [FORBIDDEN JUTSU] When this Ninja is put in play, you can search for 1 Ninja card with both 5 Entrance cost and a Water Symbol in your Deck and move it to your Discard Pile. Then, shuffle your Deck. During your Mission Phase, if you don't have a Ninja with both 5 Entrance cost and a Water Symbol in play, you can remove from game 2 of your Chakras. In that case, put 1 Ninja card with both 5 Entrance cost and a Water Symbol in play from your Discard Pile.
Kabuto Yakushi

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Ninja N-667 [STOCK] During the Exchange of Jutsu, you can remove 1 Ninja card from game from your Discard Pile. In that case, negate 1 Jutsu card being used by a Ninja Battling against this Ninja with printed Entrance cost equal to or lower than that of the removed Ninja card's.
Sasuke Uchiha

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Ninja N-668 [FINISHING BLOW] During your Mission Phase, you can move this in-play Ninja card to your hand. In that case, change all of your opponent's Ninjas with 3 or less Entrance cost to injured status. You cannot put in play any Ninja cards that have "Sasuke Uchiha" in their names durng that turn.
Naruto Uzumaki

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Ninja N-669 [BOTTOMLESS POWER] Valid: If this Ninja is sent out to Attack in injured status, your opponent must block this Ninja's Team with a Team that has the most Ninjas among their Teams if possible. Valid: This Ninja gets 1/ 0 for each of your injured Ninjas.
Sasuke Uchiha

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Ninja N-670 [LETHAL ATTACK] When any Ninja Battling against this Ninja's Team receives any Damage due to the Showdown, remove it from game after Damage is applied, even if that Damage is reduced to 0. This effect is negated if the Damage is negated.
Sai

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Ninja N-671 [SINGLED OUT] While this Ninja card is in your hand, if your opponent has 5 or more Battle Rewards and you have 3 or more Ninjas with a "Lightning" Symbol in play, you can put this Ninja card in play.
Sakura Haruno

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Ninja N-672 [NONSTOP ATTACKS] When this Ninja is put in play, you can remove up to 2 in-play "Puppet" Ninjas with an Entrance cost equal to or lower than that of this Ninja's from game.
Sasori & The 3rd Kazekage

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Ninja N-673 [THE CREATOR AND THE WARRIOR] When this Ninja is sent out to Attack and opposed, you can discard 2 of your Chakras. In that case, change all the Back Ninjas Battling against this Ninja's Team to injured status.
Shikamaru Nara

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Ninja N-674 [SHARPNESS] While the Team Mental Power of this Ninja's Team is 8 or higher, this Ninja's Team and the Team Battling against it perform a Mental Power Battle.
Kakashi Hatake

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Ninja N-675 [FAVORITE BOOKS] When this Ninja is deployed, you can search for up to 2 cards in your Deck that include "Make Out" in their names and move them(it) to your Chakra area. Then, shuffle your Deck. Valid: During the Exchange of Jutsu, if you have 2 or more cards with "Make Out" in their names in your Discard Pile, you can move 1 of them to the bottom of your Deck. In that case, give 1 Damage to 1 Ninja Battling against this Ninja.
Itachi Uchiha

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Ninja N-676 [ELITE OF THE CLAN] While you have a total of 5 or more Ninjas and/or Clients that include "Uchiha" in their names in play, the effect texts of Ninjas and Client that do not include "Uchiha" in their names are negated.
Yamato

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Ninja N-677 [CAUTIOUSNESS] Your opponent cannot play any Mission cards. Valid: This Ninja can become the user of Jutsu cards with Requirements: The First Hokage".
Baki

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Ninja N-678 [ABLE BRAIN] When this Ninja is sent out to Attack, discard 1 of your opponent's Ninjas in a Team with only 1 Ninja.
Temari

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Ninja N-679 [RUSH] While this Ninja card is in your hand, if you have 2 or more "Sand" Ninjas in play, this Ninja gets -1 Entrance cost.
Jiraiya

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Ninja N-680 [TOAD SAGE] Valid: This Ninja gets 1/ 1 for each of your in-play "Ninja Toad" Ninjas. Valid: Your "Ninja Toad" Ninjas cannot be affected by your opponent's Jutsu cards.
Tsunade

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Ninja N-681 [BEST PARTNER] When this Ninja is deployed, you can search for 1 "Katsuyu" Ninja card in your Deck and remove it from game keeping it face up. In that case, at the beginning of your next turn, move that card to your hand.
Orochimaru

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Ninja N-682 [MASTER OF FORBIDDEN JUTSU] When this Ninja is put in play, you can search for 1 Ninja card in your opponent's Deck and move it to their Discard Pile. Then, your oppnent shuffles their Deck. Valid: The effect texts of your "Orochimaru's Forbidden Jutsu" Mission cards are changed to the following: Effect: Put the target in your Village.
Konohamaru

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Ninja N-683 [INSATIABLE ASPIRATION] Valid: When your opponent wins any Battle Rewards, if this Ninja is injured, you can look at it(them). If there are 1 or more Mission cards among them, you can reveal it(them) and move it(them) to your hand instead. Then, move the rest to their Battle Reward area normally.
Naruto Uzumaki & Jiraiya

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Ninja N-684 [AFTER TWO AND HALF YEARS] Valid: When this Ninja is sent out to Attack, you can move 1 Jutsu or Mission card from your Discard Pile or Chakra area to your hand.
Sakura Haruno & Tsunade

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Ninja N-685 [POWER OF KUNOICHI] Valid: While you have only "Female" Ninjas in play, each of your "Female" Ninjas, including this Ninja, cannot be affected by the effects of Jutsu cards used by your opponents "Male" Ninjas and effects of your opponent's "Male" Ninjas.
Naruto Uzumaki & Yamato

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Ninja N-686 [COOLNESS AND ENTHUSIASM] Valid: Your Ninjas, including this Ninja, cannot be affected by the effects of your opponent's Ninjas. Valid: Your other injured Ninjas get 1/ 1. Valid: This Ninja can become the user of Jutsu cards with Requirements: "The First Hokage".
Naruto Uzumaki & Sai

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Ninja N-687 [STRAINED RELATION] Valid: When you win any Battle Rewards due to this Ninja's Team due to the Showdown, place 1 Growth coin on this Ninja. Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, remove 1 Growth coin from this Ninja.
Naruto Uzumaki & Shion

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Ninja N-688 [PROPHECY OF DOOM] Valid: When this Ninja card is put in play, designate a number. Valid: When your opponent puts a Ninja card with an Entrace cost with the designated number in play, remove that card from game instead.
Shion

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Ninja N-689 [UNAVOIDABLE FATE] When this Ninja is sent out to Attack, you can select 1 of your opponent's Ninjas. In that case, at the end of that turn, if that Ninja was not sent out to Battle that turn, give 1 Damage to that Ninja.
Yomi

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Ninja N-690 [RETURN OF THE MORYO] During your Mission Phase, if your Turn Marker is 8 or greater and this Ninja has no Groth coins on it, you can place 2 Growth coins on this Ninja.
The Fourth Kazekage

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Ninja N-691 [DIGNITY] When this Ninja is sent out to Attack, your opponent must select and discard 1 of their in-play Ninjas.
Giant Ninja Toad

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Ninja N-692 [BRING DOWN THE HOUSE JUTSU] When this Ninja is put in play, you can select and move 1 of your opponent's Ninjas with an Entrance cost of 3 or less to the bottom of its owner's Deck.
Giant Snake

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Ninja N-693 [ASSASSIN OF OROCHIMARU] Each of your other Ninjas with a "Snake" Combat Attribute gets 1/ 1. Valid: This Ninja can be put in play or moved into a Village or Battlefield, even if that player already has 1 or more Ninjas with the same name in play.
Tonton

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Ninja N-694 [ADORABLE PET] Valid: Your "Female" Ninjas get -1 Entrance cost.
Tortoise Ninja

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Ninja N-695 [LESSON] Valid: Your other Ninjas with "Taijutsu" Combat Attribute get 1/ 1.
Giant Tiger

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Ninja N-696 [WILD POWER] This Ninja gets 1/ 1 for each of your other in-play "Animal" Ninjas.
Kakashi Hatake (Childhood)

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Ninja N-697 [BORN GENIUS] When this Ninja becomes the user of Jutsu cards with "Requirements: "Kakashi Hatake", you must pay 1 additional Chakra (any symbol).
The Third Hokage (Childhood)

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Ninja N-698 [GREAT TALENTS] When this Ninja becomes the user of Jutsu cards with "Requirements: "The Third Hokage", you must pay 1 additional Chakra (any symbol).
Koharu Utatane (Childhood)

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Ninja N-699 [PROMINENT INTELLIGENCE] While this Ninja is Battling against a Team with 1 or less Team Mental Power, this Ninja's Team and the Team Battling against it perform a Mental Power Battle.
Homura Mitomon (Childhood)

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Ninja N-700 [PROMINENT INTELLIGENCE] While this Ninja is Battling against a Team with 1 or less Team Mental Power, this Ninja's Team and the Team Battling against it perform a Mental Power Battle.
The Fourth Hokage (Childhood)

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Ninja N-701 [GREAT TALENTS] Valid: When this Ninja becomes the user of Jutsu cards with "Requirements: "The Fourth Hokage", you must pay 1 additional Chakra (any symbol).
The Fourth Hokage (Younger Days)

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Ninja N-702 [SAVIOR] At the end of your opponent's Mission Phase, if they have 5 or more Ninja cards in play and you have 3 or more Ninjas with a "Lightning" Symbol in play, you can put this Ninja card in play from your hand in any of your Teams in any position. Valid: During the Exchange of Jutsu, if this Ninja is a Stand-By Ninja, you can place this Ninja in any of your Battling Teams.
Neji Hyuga (Childhood)

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Ninja N-703 [BLOOD RELATIONSHIP] Valid: While this Ninja is in the same Team with only Ninjas with a "Byakugan", this Ninja Combat value may be treated as its Support Value.
Tekka Uchiha

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Ninja N-704 [ LEAF POLICE FORCE] While you have "The Symbol of the Proud Clan" Mission card in play, your opponent cannot put in play any Ninja cards except by deploying them.
Inabi Uchiha

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Ninja N-705 [ LEAF POLICE FORCE] While you have "The Symbol of the Proud Clan" Mission card in play, your opponent cannot search for any cards in their Deck.
Yashiro Uchiha

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Ninja N-706 [ LEAF POLICE FORCE] While you have "The Symbol of the Proud Clan" Mission card in play, your opponent cannot draw any cards by their effects.
Elder of Hyuga Clan

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Ninja N-707 [ELDER OF THE CLAN] Valid: Your other Ninjas with a "Byakugan" get 1/ 1 and cannot be affected by your opponent's effects.
Iruka Umino (Childhood)

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Ninja N-708 [SOLITUDE] Valid: While this Ninja is the only Ninja you have in play, this Ninja gets 1/ 0 and cannot be affected by the effects of your opponent's Ninjas.

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