
Release August 2009
Card #
Card Title
Card Type
Rarity
J-496
Art of Ink Mist
Requirements: "Brush" Combat Attribute Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Remove all the cards in your Discard Pile from game. Then, remove the same number of cards from the top of your Deck from game.
Requirements: "Brush" Combat Attribute Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Remove all the cards in your Discard Pile from game. Then, remove the same number of cards from the top of your Deck from game.
Jutsu
U
J-497
Ninja Art: Super Beast Scroll
Requirements: "Brush" Combat Attribute Effect: Reveal the top 4 cards of your Deck. If there are 1 or more Jutsu cards among them, place 1 of them in your hand, return the rest and shuffle your Deck. In that case, during this turn, the user can use that Jutsu card without paying its cost and ignoring its requirements.
Requirements: "Brush" Combat Attribute Effect: Reveal the top 4 cards of your Deck. If there are 1 or more Jutsu cards among them, place 1 of them in your hand, return the rest and shuffle your Deck. In that case, during this turn, the user can use that Jutsu card without paying its cost and ignoring its requirements.
Jutsu
R
J-498
Fire Style: Phoenix Flower Jutsu
Requirements: "Jonin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Give 1 Damage to each Ninja in the user's Team including the user.
Requirements: "Jonin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Give 1 Damage to each Ninja in the user's Team including the user.
Jutsu
R
J-499
Self-Destruct Doppelganger
Requirements: "Deidara" Target: Every one of your opponent's Ninjas with a printed Entrance cost of 4 or less Effect: During this turn, if the user is discarded due to the Showdown, discard the target.
Requirements: "Deidara" Target: Every one of your opponent's Ninjas with a printed Entrance cost of 4 or less Effect: During this turn, if the user is discarded due to the Showdown, discard the target.
Jutsu
R
J-500
Water Style: Water Shark Bomb Jutsu
Requirements: "Jonin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Remove the user from game.
Requirements: "Jonin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Remove the user from game.
Jutsu
SR
J-501
Detonating Kunai
Requirements: "Weapon" Combat Attribute or "Chunin" or higher Rank Target: 1 Ninja Battling against the user Effect: If the target does not become the user of a Jutsu card during this turn, move the target to the top of its owner's Deck at the end of the Exchange of Jutsu.
Requirements: "Weapon" Combat Attribute or "Chunin" or higher Rank Target: 1 Ninja Battling against the user Effect: If the target does not become the user of a Jutsu card during this turn, move the target to the top of its owner's Deck at the end of the Exchange of Jutsu.
Jutsu
C
J-502
Sealing Jutsu: Breaking the Lions Roar
Requirements: "Manipulation" Combat Attribute + "An Entrance cost of 4 or more" Target: 1 Ninja battling against the user Effect: Remove the target from game. Additionally, look through your opponent's Deck, and remove all the Ninja cards with the same name as the target's from game. In that case, your opponent shuffles their Deck.
Requirements: "Manipulation" Combat Attribute + "An Entrance cost of 4 or more" Target: 1 Ninja battling against the user Effect: Remove the target from game. Additionally, look through your opponent's Deck, and remove all the Ninja cards with the same name as the target's from game. In that case, your opponent shuffles their Deck.
Jutsu
SR
J-503
Flamethrower
Requirements: "Sasori" Target: Every one of your opponent's Ninjas with a printed Entrance cost of 4 or less Effect: Give 1 Damage to the target.
Requirements: "Sasori" Target: Every one of your opponent's Ninjas with a printed Entrance cost of 4 or less Effect: Give 1 Damage to the target.
Jutsu
U
J-504
Secret White Move: Chikamatsu?s Ten Puppets
Requirements: "Manipulation" Combat Attribute + "An Entrance cost of 4 or more" Target: Every Ninja Battling against the user Effect: Reveal X number of cards from the top of your Deck. Give 1 Damage to the target for each Ninja card among them. Then, return them and shuffle your Deck.
Requirements: "Manipulation" Combat Attribute + "An Entrance cost of 4 or more" Target: Every Ninja Battling against the user Effect: Reveal X number of cards from the top of your Deck. Give 1 Damage to the target for each Ninja card among them. Then, return them and shuffle your Deck.
Jutsu
R
J-505
Partial Expansion Jutsu
Requirements: "Chunin" or higher Rank + "Food" Combat Attribute or "Secret Pills" Target: 1 Ninja Battling against the user Effect: Negate the effect texts of the target and change it to injured status.
Requirements: "Chunin" or higher Rank + "Food" Combat Attribute or "Secret Pills" Target: 1 Ninja Battling against the user Effect: Negate the effect texts of the target and change it to injured status.
Jutsu
U
J-506
Ninja Art: Shadow Stitching
Requirements: "Shadow" Combat Attribute + "Chunin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Discard the user.
Requirements: "Shadow" Combat Attribute + "Chunin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Discard the user.
Jutsu
SR
J-507
Reanimation Ninjutsu
Requirements: "Medicine" Combat Attribute + "Printed Entrance cost of 4 or more" Effect: Remove the user from game. In that case, put in play 1 Ninja card from your Discard Pile and place it in the same position as the user was.
Requirements: "Medicine" Combat Attribute + "Printed Entrance cost of 4 or more" Effect: Remove the user from game. In that case, put in play 1 Ninja card from your Discard Pile and place it in the same position as the user was.
Jutsu
U
J-508
Secret Red Move: Performance of a Hundred Puppets
Requirements: "Sasori" Target: Every Ninja Battling against the user Effect: Discard X number of Ninja cards from your hand. In that case, give X Damage to the target and draw X number of cards.
Requirements: "Sasori" Target: Every Ninja Battling against the user Effect: Discard X number of Ninja cards from your hand. In that case, give X Damage to the target and draw X number of cards.
Jutsu
R
J-509
Critical Wound
Requirements: "Chunin" or higher Rank Target: 1 Ninja Battling against the user Effect: If the target still remains in play at the end of this turn, move it to its owner's hand.
Requirements: "Chunin" or higher Rank Target: 1 Ninja Battling against the user Effect: If the target still remains in play at the end of this turn, move it to its owner's hand.
Jutsu
C
J-510
Getting Ready
Requirements: "Sharingan Eye" Effect: Draw 2 cards. Then, remove 2 cards from your hand from game.
Requirements: "Sharingan Eye" Effect: Draw 2 cards. Then, remove 2 cards from your hand from game.
Jutsu
U
J-511
Sense of Fear
Requirements: "Sharingan Eye" + "Jonin" or higher Rank Target: Every Ninja Battling against the user with lower Entrance cost than that of the user's Effect: Change the target to injured status and it becomes a Stand-By Ninja. The target cannot be sent out to Battle during the next turn.
Requirements: "Sharingan Eye" + "Jonin" or higher Rank Target: Every Ninja Battling against the user with lower Entrance cost than that of the user's Effect: Change the target to injured status and it becomes a Stand-By Ninja. The target cannot be sent out to Battle during the next turn.
Jutsu
SR
J-512
Assimilation
Requirements: "Tree" Combat Attribute Target: User Effect: During this turn and the next turn, when the target becomes the user of a Jutsu card, you can pay its cost with Chakras with an "Earth" Symbol regardless of the original cost of that Jutsu card.
Requirements: "Tree" Combat Attribute Target: User Effect: During this turn and the next turn, when the target becomes the user of a Jutsu card, you can pay its cost with Chakras with an "Earth" Symbol regardless of the original cost of that Jutsu card.
Jutsu
C
J-513
Tricky Move
Target: 1 Ninja Battling against the user Effect: Discard a total of X number of Mission cards from your Village and/or your hand. In that case, give X Damage to the target.
Target: 1 Ninja Battling against the user Effect: Discard a total of X number of Mission cards from your Village and/or your hand. In that case, give X Damage to the target.
Jutsu
C
J-514
Ninja Art: Super Beast Scroll Rat
Requirements: "Brush" Combat Attribute Effect: Reveal the top 5 cards of your opponent's Deck, remove 1 of them from game, return the rest and your opponent shuffles their Deck. Then, look at all the cards in your opponent's hand. If there are 1 or more cards with the same name, remove those cards from game.
Requirements: "Brush" Combat Attribute Effect: Reveal the top 5 cards of your opponent's Deck, remove 1 of them from game, return the rest and your opponent shuffles their Deck. Then, look at all the cards in your opponent's hand. If there are 1 or more cards with the same name, remove those cards from game.
Jutsu
U
J-515
Wood Style Transformation
Requirements: "Tree" Combat Attribute Target: User Effect: During this turn and the next turn, the target can use any Jutsu card regardless of the Jutsu card's Requirements.
Requirements: "Tree" Combat Attribute Target: User Effect: During this turn and the next turn, the target can use any Jutsu card regardless of the Jutsu card's Requirements.
Jutsu
C
J-516
Striking Multi Shadow Snakes Jutsu
Requirements: "Snake" Combat Attribute Target: (1) Your opponent's Team Battling against this Ninja's Team (2) 1 of your opponent's Team in their Village Effect: Switch positions of target (1) and (2). Then, your opponent designates a Head Ninja in Target (2).
Requirements: "Snake" Combat Attribute Target: (1) Your opponent's Team Battling against this Ninja's Team (2) 1 of your opponent's Team in their Village Effect: Switch positions of target (1) and (2). Then, your opponent designates a Head Ninja in Target (2).
Jutsu
U
J-517
Formation!
Effect: Select one of the following effects and apply it according to the number of your in-play "Permanent" Mission cards. 1+) Give 1 Damage to 1 Ninja Battling against the user. 2+) Negate 1 Jutsu card being used and discard it. 3+) Remove 1 Ninja Battling against the user from game.
Effect: Select one of the following effects and apply it according to the number of your in-play "Permanent" Mission cards. 1+) Give 1 Damage to 1 Ninja Battling against the user. 2+) Negate 1 Jutsu card being used and discard it. 3+) Remove 1 Ninja Battling against the user from game.
Jutsu
R
J-518
Revealing the True Face
Target: 1 Ninja Effect: The target's Power and Mental Power are changed to their original printed value and cannot be changed during this turn.
Target: 1 Ninja Effect: The target's Power and Mental Power are changed to their original printed value and cannot be changed during this turn.
Jutsu
C
J-519
Earth Style: Rending Piercing Fang
Requirements: Printed Entrance cost of 4 or more Target: 1 Ninja Battling against the user Effect: Reveal the top 3 cards of your Deck. If there are 2 or more Ninja cards among them, remove the target from game. Then, return them and shuffle your Deck.
Requirements: Printed Entrance cost of 4 or more Target: 1 Ninja Battling against the user Effect: Reveal the top 3 cards of your Deck. If there are 2 or more Ninja cards among them, remove the target from game. Then, return them and shuffle your Deck.
Jutsu
SR
J-520
Ultimate Art
Requirements: "Deidara" Effect: Select 1 of the following and apply it: 1) Search for any number of Jutsu cards with "Detonating Clay" in their names in the top 7 cards of your Deck, show them to your opponent and place them in your hand. Then, shuffle your Deck. 2) Remove X number of Jutsu cards with "Detonating Clay" in their names from your Discard Pile from game. In that case, give X Damage to 1 Ninja Battling against the user.
Requirements: "Deidara" Effect: Select 1 of the following and apply it: 1) Search for any number of Jutsu cards with "Detonating Clay" in their names in the top 7 cards of your Deck, show them to your opponent and place them in your hand. Then, shuffle your Deck. 2) Remove X number of Jutsu cards with "Detonating Clay" in their names from your Discard Pile from game. In that case, give X Damage to 1 Ninja Battling against the user.
Jutsu
U
J-521
Ten Thousand Snakes Wave
Requirements: "Snake" Combat Attribute Target: Every one of your opponent's Ninjas with an Entrance cost of 3 or less Effect: Move them to their owner's Chakra area.
Requirements: "Snake" Combat Attribute Target: Every one of your opponent's Ninjas with an Entrance cost of 3 or less Effect: Move them to their owner's Chakra area.
Jutsu
U
J-522
Wood Style Jutsu: Wooden Lock Wall
Requirements: "Tree" Combat Attribute Target: Every one of your Ninjas Effect: The target cannot be affected by the effects of your opponent's Ninja and Jutsu cards during this turn.
Requirements: "Tree" Combat Attribute Target: Every one of your Ninjas Effect: The target cannot be affected by the effects of your opponent's Ninja and Jutsu cards during this turn.
Jutsu
C
J-523
Wood Clone Jutsu
Requirements: "Tree" Combat Attribute Target: User Effect: Double the current Power and Mental Power of the user during this turn.
Requirements: "Tree" Combat Attribute Target: User Effect: Double the current Power and Mental Power of the user during this turn.
Jutsu
C
J-524
Summoning Jutsu: Triple Rashomon
Requirements: "Satoosa" or "Sannin" or higher Rank Target: 1Jutsu card being used Effect: Negate and remove the target from game. Additionally, look through your opponent's Deck and hand, and remove all the Jutsu cards with the same name as the target's from game. In that case, your opponent shuffles their Deck.
Requirements: "Satoosa" or "Sannin" or higher Rank Target: 1Jutsu card being used Effect: Negate and remove the target from game. Additionally, look through your opponent's Deck and hand, and remove all the Jutsu cards with the same name as the target's from game. In that case, your opponent shuffles their Deck.
Jutsu
R
J-525
Chakra Cannon
Requirements: "Naruto Uzumaki (Tailed Beast Mode)" + "An Entrance cost of 5 or more" Target: Every Ninja Battling against the user Effect: Give 1 Damage to the target. Ninjas that are discarded by the Damage of this Jutsu card are removed from game instead.
Requirements: "Naruto Uzumaki (Tailed Beast Mode)" + "An Entrance cost of 5 or more" Target: Every Ninja Battling against the user Effect: Give 1 Damage to the target. Ninjas that are discarded by the Damage of this Jutsu card are removed from game instead.
Jutsu
U
J-526
Thunder Funeral: Feast of Lightning
Requirements: "Thunderbolt" Combat Attribute Target: 1 Ninja Battling against the user Effect: Remove the target from game. Then, discard X number of your opponent's Chakras. X = the target's printed Entrance cost.
Requirements: "Thunderbolt" Combat Attribute Target: 1 Ninja Battling against the user Effect: Remove the target from game. Then, discard X number of your opponent's Chakras. X = the target's printed Entrance cost.
Jutsu
U
J-527
Unique Skill
Requirements: "Genjutsu" Combat Attribute Effect: Select 1 of the following and apply it: 1) Negate the effect text of 1 Ninja Battling against the user. 2) Every Ninja in the user's Team cannot be affected by your opponent's effects during this turn.
Requirements: "Genjutsu" Combat Attribute Effect: Select 1 of the following and apply it: 1) Negate the effect text of 1 Ninja Battling against the user. 2) Every Ninja in the user's Team cannot be affected by your opponent's effects during this turn.
Jutsu
U
J-528
Razor Chain
Requirements: "Weapon" Combat Attribute or "Chunin" or higher Rank Target: Every Back Ninja Battling against the user Effect: The target becomes a Stand-By Ninjas. If the user's Team wins a Victory or an Outstanding Victory this turn, give 1 Damage to the target.
Requirements: "Weapon" Combat Attribute or "Chunin" or higher Rank Target: Every Back Ninja Battling against the user Effect: The target becomes a Stand-By Ninjas. If the user's Team wins a Victory or an Outstanding Victory this turn, give 1 Damage to the target.
Jutsu
C
J-529
Sonic Attack
Requirements: "Sound" Combat Attribute Effect: Your opponent discards 1 card from their hand and cannot draw any cards during their next turn.
Requirements: "Sound" Combat Attribute Effect: Your opponent discards 1 card from their hand and cannot draw any cards during their next turn.
Jutsu
C
J-530
Super Sonic Slicing Wave
Requirements: "Sound" Combat Attribute Target: Every Ninja Battling against the user Effect: In the Showdown of this turn, apply the target's injured status Power regardless its current status.
Requirements: "Sound" Combat Attribute Target: Every Ninja Battling against the user Effect: In the Showdown of this turn, apply the target's injured status Power regardless its current status.
Jutsu
C
J-531
Stealing Chakra
Requirements: "Sound" Ninja Target: 1 Jutsu card being used Effect: Negate the target and move it to its owner's hand. Then, discard up to X number of your opponent's Chakras. X = the user's Entrance cost.
Requirements: "Sound" Ninja Target: 1 Jutsu card being used Effect: Negate the target and move it to its owner's hand. Then, discard up to X number of your opponent's Chakras. X = the user's Entrance cost.
Jutsu
R
J-532
Twining Limbs
Target (1) The Head Ninja Battling against the user Target (2) 1 of the Back Ninjas Battling against the user Effect: Change positions of target (1) and (2).
Target (1) The Head Ninja Battling against the user Target (2) 1 of the Back Ninjas Battling against the user Effect: Change positions of target (1) and (2).
Jutsu
C
J-533
Bone Transformation
Requirements: "Kimimaro" Target: 1 Ninja Effect: Discard 1 Mission card from your hand or your Village. In that case, give 1 Damage to the target.
Requirements: "Kimimaro" Target: 1 Ninja Effect: Discard 1 Mission card from your hand or your Village. In that case, give 1 Damage to the target.
Jutsu
C
J-534
Bone Guard
Requirements: "Kimimaro" Target: 1 Jutsu card being used Effect: Discard 1 Jutsu card from your hand. In that case, negate the target and remove it from game.
Requirements: "Kimimaro" Target: 1 Jutsu card being used Effect: Discard 1 Jutsu card from your hand. In that case, negate the target and remove it from game.
Jutsu
C
J-536
Wood Style Jutsu: Four Pillars Prison Jutsu
Requirements: "Tree" Combat Attribute Target: Every one of your opponent's Ninjas on the Battlefield Effect: The target becomes a Stand-By Ninja.
Requirements: "Tree" Combat Attribute Target: Every one of your opponent's Ninjas on the Battlefield Effect: The target becomes a Stand-By Ninja.
Jutsu
U
J-537
Visual Jutsu
Requirements: "Sharingan Eye" Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: The Power of the user becomes 0/0 during this turn and the Mental Power of the user becomes 0 during this turn.
Requirements: "Sharingan Eye" Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: The Power of the user becomes 0/0 during this turn and the Mental Power of the user becomes 0 during this turn.
Jutsu
R
J-538
Giant Rasengan
Requirements: "Naruto Uzumaki" + "Printed Entrance cost of 3 or more" Target: X number of Ninjas Battling against the user Effect: Remove the target from game.
Requirements: "Naruto Uzumaki" + "Printed Entrance cost of 3 or more" Target: X number of Ninjas Battling against the user Effect: Remove the target from game.
Jutsu
R
J-539
Crow Clone Jutsu
Requirements: "Genjutsu" Combat Attribute + "Jonin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Remove the top 3 cards of your Deck from game for each Ninja in the user's Team.
Requirements: "Genjutsu" Combat Attribute + "Jonin" or higher Rank Target: 1 Jutsu card being used Effect: Change the effect of the target to the following: Remove the top 3 cards of your Deck from game for each Ninja in the user's Team.
Jutsu
R
J-540
Long Sword Shark Skin
Requirements: "Kisame Hoshigaki" Target: 1 Ninja Battling against the user Effect: Remove the target from game. In that case, remove up to 3 of your opponent's Chakras from game.
Requirements: "Kisame Hoshigaki" Target: 1 Ninja Battling against the user Effect: Remove the target from game. In that case, remove up to 3 of your opponent's Chakras from game.
Jutsu
U
M-455
Rules for Medical Ninjas
Permanent Effect: During your Mission Phase, you can select one of the following effects and apply it according to the number of your in-play "Medical" Ninjas. 3+) Heal 1 of your injured Ninjas and put a Growth coin on it. 3+) Draw 1 card. 4+) Randomly select 1 of the cards in your opponent's Battle Reward area and move it to your hand.
Permanent Effect: During your Mission Phase, you can select one of the following effects and apply it according to the number of your in-play "Medical" Ninjas. 3+) Heal 1 of your injured Ninjas and put a Growth coin on it. 3+) Draw 1 card. 4+) Randomly select 1 of the cards in your opponent's Battle Reward area and move it to your hand.
Mission
R
M-456
Search Party
Permanent (1) Effect: When this Mission card's effect is applied, search for 1 Ninja card in your Deck and remove it from game keeping it face up. Then, shuffle your Deck. When this Mission card is removed from play, move that removed from game card to your hand.
Permanent (1) Effect: When this Mission card's effect is applied, search for 1 Ninja card in your Deck and remove it from game keeping it face up. Then, shuffle your Deck. When this Mission card is removed from play, move that removed from game card to your hand.
Mission
C
M-457
Piggyback
Permanent Effect: Injured status Ninjas can only be sent out to Battle with 1 or more healthy status Ninjas.
Permanent Effect: Injured status Ninjas can only be sent out to Battle with 1 or more healthy status Ninjas.
Mission
C
M-458
Filling Up the Open Spot
Permanent Effect: When this Mission card's effect is applied, if you paid the Hand cost of this card with an "Akatsuki" Ninja card, draw 2 cards. Your "Akatsuki" Ninjas cannot be affected by the effects of your opponent's Mission cards.
Permanent Effect: When this Mission card's effect is applied, if you paid the Hand cost of this card with an "Akatsuki" Ninja card, draw 2 cards. Your "Akatsuki" Ninjas cannot be affected by the effects of your opponent's Mission cards.
Mission
R
M-459
100% Hot-Blooded
Permanent Effect: Each time a Ninja with a "Taijutsu" Combat Attribute is put in play, put a Growth coin on it. Your Ninjas with a "Taijutsu" Combat Attribute cannot be affected by the effects of your opponent's Ninjas.
Permanent Effect: Each time a Ninja with a "Taijutsu" Combat Attribute is put in play, put a Growth coin on it. Your Ninjas with a "Taijutsu" Combat Attribute cannot be affected by the effects of your opponent's Ninjas.
Mission
C
M-460
Fellowship
Permanent Target: Every one of your "Satoosa" Ninjas Effect: Attach this card to the target. During the Exchange of Jutsu, you can reveal X number of Ninja cards from your hand. In that case, the target gets +X/+X and + X Mental Power during the turn.
Permanent Target: Every one of your "Satoosa" Ninjas Effect: Attach this card to the target. During the Exchange of Jutsu, you can reveal X number of Ninja cards from your hand. In that case, the target gets +X/+X and + X Mental Power during the turn.
Mission
C
M-461
Tears for a Friend
Permanent (3) Effect: At the end of the turn, if 1 or more of your Ninjas were discarded due to the Showdown, your opponent must discard 1 card from their hand.
Permanent (3) Effect: At the end of the turn, if 1 or more of your Ninjas were discarded due to the Showdown, your opponent must discard 1 card from their hand.
Mission
C
M-462
Constricting Bind
Effect: Search for 1 "Orochimaru" or "Sasuke Uchiha" Ninja card in your Deck, show it your opponent and place it in your hand. Then, shuffle your Deck.
Effect: Search for 1 "Orochimaru" or "Sasuke Uchiha" Ninja card in your Deck, show it your opponent and place it in your hand. Then, shuffle your Deck.
Mission
U
M-463
Bad Dream
Permanent Effect: When this Mission card's effect is applied, if you have only "Female" Ninjas in play, draw 2 cards. Your "Female" Ninjas cannot be affected by the effects of your opponent's "Male" Ninjas.
Permanent Effect: When this Mission card's effect is applied, if you have only "Female" Ninjas in play, draw 2 cards. Your "Female" Ninjas cannot be affected by the effects of your opponent's "Male" Ninjas.
Mission
R
M-464
Control by Fear
Counter Permanent Effect: When this Mission card's effect is applied, draw 1 card. Players cannot move any cards from their Discard Pile to their hand or their Deck.
Counter Permanent Effect: When this Mission card's effect is applied, draw 1 card. Players cannot move any cards from their Discard Pile to their hand or their Deck.
Mission
C
M-465
Transmitter
Permanent (2) Effect: When this Mission card's effect is applied, search for 1 card in your Deck and remove it from game. Then, shuffle your Deck. When this Mission card is removed from play, move that removed from card to your hand.
Permanent (2) Effect: When this Mission card's effect is applied, search for 1 card in your Deck and remove it from game. Then, shuffle your Deck. When this Mission card is removed from play, move that removed from card to your hand.
Mission
U
M-466
Lunchbox
Permanent (2) Effect: When this Mission card's effect is applied, draw 1 card. Your Ninjas get +1/+1.
Permanent (2) Effect: When this Mission card's effect is applied, draw 1 card. Your Ninjas get +1/+1.
Mission
U
M-467
Shake Hands
Permanent Effect: When this Mission card's effect is applied, remove all the cards in each player's Discard Pile from game. Then, draw 1 card. Each time a card is discarded to the Discard Pile, it is removed from game instead.
Permanent Effect: When this Mission card's effect is applied, remove all the cards in each player's Discard Pile from game. Then, draw 1 card. Each time a card is discarded to the Discard Pile, it is removed from game instead.
Mission
U
M-468
Mission
C
M-469
Mission
C
M-470
Releasing the Sealed Power
Target: 1 Ninja Effect: Remove X number of cards from the top of your Deck from game. In that case, move the target to the bottom of its owner's Deck. X = the target's Entrance cost +3.
Target: 1 Ninja Effect: Remove X number of cards from the top of your Deck from game. In that case, move the target to the bottom of its owner's Deck. X = the target's Entrance cost +3.
Mission
U
M-471
Compressed Chakra
Effect: If you have "Naruto Uzumaki (Tailed Beast Mode)" with an Entrance cost of 5 or more, you can discard any number of your Chakras. In that case, give 1 Damage to 1 of your opponent's Ninjas for each 2 Chakras you discarded.
Effect: If you have "Naruto Uzumaki (Tailed Beast Mode)" with an Entrance cost of 5 or more, you can discard any number of your Chakras. In that case, give 1 Damage to 1 of your opponent's Ninjas for each 2 Chakras you discarded.
Mission
C
M-472
A Sign of Revival
Effect: Move up to 2 Ninja cards with "Ambush" from your Discard Pile to your hand.
Effect: Move up to 2 Ninja cards with "Ambush" from your Discard Pile to your hand.
Mission
U
M-473
The best pair
Permanent Effect: Your Teams with only 2 Ninjas get +2 Team Power and +2 Mental Power during the Showdown.
Permanent Effect: Your Teams with only 2 Ninjas get +2 Team Power and +2 Mental Power during the Showdown.
Mission
C
M-474
Hiding
Effect: Draw 1 card. Additionally, effect texts of all in-play cards that do not have a "Water" Symbol are negated during this turn and the next turn.
Effect: Draw 1 card. Additionally, effect texts of all in-play cards that do not have a "Water" Symbol are negated during this turn and the next turn.
Mission
U
M-475
Check
Counter Effect: Your opponent draws 1 card. Your opponent cannot move their Turn Marker this turn.
Counter Effect: Your opponent draws 1 card. Your opponent cannot move their Turn Marker this turn.
Mission
U
M-476
Fateful Encounter
Permanent Effect: When this Mission card's effect is applied, draw 1 card. When any of your in-play Ninjas receive any Damage by the effects of your opponent's Ninjas, you can put in play 1 Ninja card from your hand.
Permanent Effect: When this Mission card's effect is applied, draw 1 card. When any of your in-play Ninjas receive any Damage by the effects of your opponent's Ninjas, you can put in play 1 Ninja card from your hand.
Mission
C
M-477
Super Bushy-Brow
Permanent Effect: During your Mission Phase, if you have both "Might Guy" and "Rock Lee" in play, you can remove 1 of your opponent's injured status Ninjas from game. In that case, draw 1 card.
Permanent Effect: During your Mission Phase, if you have both "Might Guy" and "Rock Lee" in play, you can remove 1 of your opponent's injured status Ninjas from game. In that case, draw 1 card.
Mission
C
M-478
Ninja Info Card
Permanent (2) Effect: During your Mission Phase, you can reveal the top or bottom card of your Deck. If it's a Ninja card, move it to your hand and shuffle your Deck. If not, return it and shuffle your Deck.
Permanent (2) Effect: During your Mission Phase, you can reveal the top or bottom card of your Deck. If it's a Ninja card, move it to your hand and shuffle your Deck. If not, return it and shuffle your Deck.
Mission
R
M-479
Pressure
Permanent Effect: Ninjas with 0 or less Mental Power (including Ninjas with no Mental Power) cannot be sent out to Battle. However, during your opponent's Mission Phase, your opponent can discard 2 of the cards in their hand to discard this Mission card.
Permanent Effect: Ninjas with 0 or less Mental Power (including Ninjas with no Mental Power) cannot be sent out to Battle. However, during your opponent's Mission Phase, your opponent can discard 2 of the cards in their hand to discard this Mission card.
Mission
R
M-480
Captivity
Target: (1) 1 of your Ninjas (2) 1 of your opponent's Ninjas with the same Entrance cost as target (1)'s Effect: Move both target (1) and (2) to their owner's Chakra area.
Target: (1) 1 of your Ninjas (2) 1 of your opponent's Ninjas with the same Entrance cost as target (1)'s Effect: Move both target (1) and (2) to their owner's Chakra area.
Mission
R
M-481
Precious Student
Permanent Effect: When this Mission card's effect is applied, draw 1 card. When any of your in-play Ninjas receive any Damage by the effects of your opponent's Ninjas, you can put in play 1 Ninja card from your hand.
Permanent Effect: When this Mission card's effect is applied, draw 1 card. When any of your in-play Ninjas receive any Damage by the effects of your opponent's Ninjas, you can put in play 1 Ninja card from your hand.
Mission
C
M-482
The Ones Who Have the Same Eyes
Permanent (3) Effect: During your Mission Phase, you can injure 1 of your Healthy status Ninjas. In that case, injure 1 of your opponent's healthy status Ninjas with the same Entrance cost.
Permanent (3) Effect: During your Mission Phase, you can injure 1 of your Healthy status Ninjas. In that case, injure 1 of your opponent's healthy status Ninjas with the same Entrance cost.
Mission
U
M-483
Meaning of Life
Effect: Your opponent selects 1 symbol. Then, they discard 1 of their in-play Ninjas that do not have the symbol that they selected.
Effect: Your opponent selects 1 symbol. Then, they discard 1 of their in-play Ninjas that do not have the symbol that they selected.
Mission
C
M-484
Impersonation
Permanent Target: 1 of your Ninjas Effect: Attach this card to the target and select 1 Ninja card in your opponent's Discard Pile. While the selected Ninja card remains in their Discard Pile, the target is considered to be the same Ninja as the selected Ninja. At the beginning of your turn, discard 1 of your Chakras. If you cannot, discard this Mission card.
Permanent Target: 1 of your Ninjas Effect: Attach this card to the target and select 1 Ninja card in your opponent's Discard Pile. While the selected Ninja card remains in their Discard Pile, the target is considered to be the same Ninja as the selected Ninja. At the beginning of your turn, discard 1 of your Chakras. If you cannot, discard this Mission card.
Mission
U
M-485
Medical Ninja
Effect: Your Teams with 1 or more "Medical" Ninjas can only be blocked by Teams with 1 or more "Medical" Ninjas this turn.
Effect: Your Teams with 1 or more "Medical" Ninjas can only be blocked by Teams with 1 or more "Medical" Ninjas this turn.
Mission
U
M-486
Sealing Barrier
Counter Effect: Designate a card name. Then, look at all the cards in your opponent's hand. If they have 1 or more cards with the designated name among them, remove those cards from game. Then, search your opponent's Deck, and remove all the cards with the same name from game.
Counter Effect: Designate a card name. Then, look at all the cards in your opponent's hand. If they have 1 or more cards with the designated name among them, remove those cards from game. Then, search your opponent's Deck, and remove all the cards with the same name from game.
Mission
R
M-487
A New Squad
Permanent Effect: Each time you put in play a "Squad" Ninja card or "Platoon" Ninja card, draw 2 cards.
Permanent Effect: Each time you put in play a "Squad" Ninja card or "Platoon" Ninja card, draw 2 cards.
Mission
R
M-488
Surprise Training
Counter Effect: If your opponent deployed a Ninja this turn, you can deploy 1 Ninja with an Entrance cost equal to or less than that of Ninja that your opponent deployed this turn.
Counter Effect: If your opponent deployed a Ninja this turn, you can deploy 1 Ninja with an Entrance cost equal to or less than that of Ninja that your opponent deployed this turn.
Mission
C
M-489
Invitation to the Darkness
Target: 1 of your opponent's ?Genin" Ninjas Effect: Move the target to the bottom of its owner's Deck.
Target: 1 of your opponent's ?Genin" Ninjas Effect: Move the target to the bottom of its owner's Deck.
Mission
U
M-490
Picture Book
Counter Target: 1 Permanent Mission card being played Effect: Change the effect text of the target to the following: Discard 1 card from your hand. At the end of this turn, discard this Mission card.
Counter Target: 1 Permanent Mission card being played Effect: Change the effect text of the target to the following: Discard 1 card from your hand. At the end of this turn, discard this Mission card.
Mission
C
M-491
Discord
Permanent Effect: The effect texts of Ninjas in a Team that includes Ninjas with different Symbols are negated. (If a Ninja has 2 or more different Symbols, that player selects 1 of them.)
Permanent Effect: The effect texts of Ninjas in a Team that includes Ninjas with different Symbols are negated. (If a Ninja has 2 or more different Symbols, that player selects 1 of them.)
Mission
C
M-492
Secret Meeting
Permanent (3) Effect: When this Mission card's effect is applied, select even or odd number. Ninjas with the unselected number Entrance cost cannot be sent out to Battle. (0 is considered to be an even number. Ninjas with no Entrance cost cannot be sent out to Battle.)
Permanent (3) Effect: When this Mission card's effect is applied, select even or odd number. Ninjas with the unselected number Entrance cost cannot be sent out to Battle. (0 is considered to be an even number. Ninjas with no Entrance cost cannot be sent out to Battle.)
Mission
C
M-493
Commemorative Photo
Permanent Effect: When this Mission card's effect is applied, draw 1 card. Players cannot discard any cards from their Deck due to their effects during the Exchange of Jutsu.
Permanent Effect: When this Mission card's effect is applied, draw 1 card. Players cannot discard any cards from their Deck due to their effects during the Exchange of Jutsu.
Mission
U
M-494
Pledge under a Starry Sky
Effect: If you paid the Hand cost of this card with a "Respective Dreams" Mission card, you win 1 Battle Reward and randomly select up to 2 cards in your opponent's hand and discard them(it).
Effect: If you paid the Hand cost of this card with a "Respective Dreams" Mission card, you win 1 Battle Reward and randomly select up to 2 cards in your opponent's hand and discard them(it).
Mission
C
M-495
Respective Dreams
Effect: If you paid the Hand cost of this card with a "Pledge under a Starry Sky" Mission card, move 2 cards from your opponent's Battle Reward area to your hand and randomly select up to 2 cards in your opponent's hand and discard them(it).
Effect: If you paid the Hand cost of this card with a "Pledge under a Starry Sky" Mission card, move 2 cards from your opponent's Battle Reward area to your hand and randomly select up to 2 cards in your opponent's hand and discard them(it).
Mission
C
M-496
Underground Organization
Permanent Effect: Each time you send out 1 or more "Anbu" and/or "The Foundation" Ninjas to Battle, remove the top 2 cards of your opponent's Deck from game.
Permanent Effect: Each time you send out 1 or more "Anbu" and/or "The Foundation" Ninjas to Battle, remove the top 2 cards of your opponent's Deck from game.
Mission
U
M-497
Advisors
Effect: Search for up to 1 copy of each "Homura Mitomon" and "Koharu Utatane" Ninja card in your Deck, show them(it) to your opponent and place them(it) in your hand. Then, shuffle your Deck. While this Mission card is in your Chakra area, your "Homura Mitomon" and "Koharu Utatane" Ninjas get +3/+3.
Effect: Search for up to 1 copy of each "Homura Mitomon" and "Koharu Utatane" Ninja card in your Deck, show them(it) to your opponent and place them(it) in your hand. Then, shuffle your Deck. While this Mission card is in your Chakra area, your "Homura Mitomon" and "Koharu Utatane" Ninjas get +3/+3.
Mission
U
M-498
Prelude to an End
Effect: Select 1 of the following and apply it: 1) Move all "The End of the Demon" Mission cards in your Discard Pile and/or your Chakra area to your hand. 2) Search for up to 3 copies of "The End of the Demon" Mission cards in your Deck, show them(it) to your opponent and place them(it) in your hand. Then, shuffle your Deck.
Effect: Select 1 of the following and apply it: 1) Move all "The End of the Demon" Mission cards in your Discard Pile and/or your Chakra area to your hand. 2) Search for up to 3 copies of "The End of the Demon" Mission cards in your Deck, show them(it) to your opponent and place them(it) in your hand. Then, shuffle your Deck.
Mission
U
N-590
Kakashi Hatake & Might Guy
PIGGYBACK Valid: During the Exchange of Jutsu, you can place up to 2 of your Stand-By injured status Ninjas in this Ninjas Team in any position.
PIGGYBACK Valid: During the Exchange of Jutsu, you can place up to 2 of your Stand-By injured status Ninjas in this Ninjas Team in any position.
Ninja
U
N-591
Naruto Uzumaki (Tailed Beast Mode)
TAILED BEAST FORM Valid: During your Mission Phase, if this Ninja is in injured status, you can give 1 Damage to 1 injured status Ninja. Valid: This Ninja cannot be affected by your opponent's effects. Valid: This Ninja must be sent out to Battle, if possible.
TAILED BEAST FORM Valid: During your Mission Phase, if this Ninja is in injured status, you can give 1 Damage to 1 injured status Ninja. Valid: This Ninja cannot be affected by your opponent's effects. Valid: This Ninja must be sent out to Battle, if possible.
Ninja
SR
N-592
Naruto Uzumaki
INVITE Valid: During your opponent's Mission Phase, you can move 1 of your Ninjas from another of your Teams into this Ninjas Team.
INVITE Valid: During your opponent's Mission Phase, you can move 1 of your Ninjas from another of your Teams into this Ninjas Team.
Ninja
C
N-593
Sakura Haruno
NEW MEMBER Your other Ninjas get +1/+1 and +1 Mental Power during the turn they are put in play.
NEW MEMBER Your other Ninjas get +1/+1 and +1 Mental Power during the turn they are put in play.
Ninja
C
N-594
Sai
ENVOY FROM THE FOUNDATION When this Ninja is put in play, remove all the cards in each player's Discard Pile and each in-play Clients from game. Valid: Players cannot discard any cards from their Deck due to their own effects.
ENVOY FROM THE FOUNDATION When this Ninja is put in play, remove all the cards in each player's Discard Pile and each in-play Clients from game. Valid: Players cannot discard any cards from their Deck due to their own effects.
Ninja
R
N-595
Ino Yamanaka
PRESSING When this Ninja is put in play, you can reveal the top 2 cards of your Deck. If there are 1 or more Ninja cards among them, place 1 of them in your hand, return the rest and shuffle your Deck. If not, return them to the top or bottom of your Deck.
PRESSING When this Ninja is put in play, you can reveal the top 2 cards of your Deck. If there are 1 or more Ninja cards among them, place 1 of them in your hand, return the rest and shuffle your Deck. If not, return them to the top or bottom of your Deck.
Ninja
C
N-596
Shikamaru Nara
I GOT YOUR BACK While this Ninja is Battling as an Attacker, the effect texts of Ninjas Battling against this Ninja are negated.
I GOT YOUR BACK While this Ninja is Battling as an Attacker, the effect texts of Ninjas Battling against this Ninja are negated.
Ninja
C
N-597
Choji Akimichi
RELIABLE COMRADE During your Mission Phase if your opponent has 4 or more Battle Rewards, you can put in play this Ninja card from your hand. When this Ninja is sent out to Attack, you can discard 1 of your Chakras. In that case, this Ninja cannot be affected by your opponent's effects during this turn.
RELIABLE COMRADE During your Mission Phase if your opponent has 4 or more Battle Rewards, you can put in play this Ninja card from your hand. When this Ninja is sent out to Attack, you can discard 1 of your Chakras. In that case, this Ninja cannot be affected by your opponent's effects during this turn.
Ninja
C
N-598
Yamato
GENE OF DESTINY Valid: While your opponent has 1 or more Ninjas with the OVERFLOWING CHAKRA or TAILED BEAST FORM effect in play, they cannot win or get any Battle Rewards. Valid: This Ninja can become the user of Jutsu cards with "Requirements: The First Hokage".
GENE OF DESTINY Valid: While your opponent has 1 or more Ninjas with the OVERFLOWING CHAKRA or TAILED BEAST FORM effect in play, they cannot win or get any Battle Rewards. Valid: This Ninja can become the user of Jutsu cards with "Requirements: The First Hokage".
Ninja
R
N-599
Shizune
GOOD NEWS Valid: Your Ninjas cannot receive any Damage or be changed to injured status due to your opponent's Ninja's effects.
GOOD NEWS Valid: Your Ninjas cannot receive any Damage or be changed to injured status due to your opponent's Ninja's effects.
Ninja
C
N-600
Danzo
HARD-LINER When this Ninja is put in play, your opponent moves all the cards in their hand to the bottom of their Deck in any order. Then, they draw the same number of cards that they moved to the bottom of their Deck due to this effect minus one.
HARD-LINER When this Ninja is put in play, your opponent moves all the cards in their hand to the bottom of their Deck in any order. Then, they draw the same number of cards that they moved to the bottom of their Deck due to this effect minus one.
Ninja
R
N-601
Chiyo
SHOWDOWN Valid: When this Ninja is injured due to the Showdown, you can search for up to 3 copies of "Secret White Move: Chikamatsu?s Ten Puppets" Jutsu cards in your Deck, show them(it) to your opponent, and place them(it) in your hand. Then, shuffle your Deck.
SHOWDOWN Valid: When this Ninja is injured due to the Showdown, you can search for up to 3 copies of "Secret White Move: Chikamatsu?s Ten Puppets" Jutsu cards in your Deck, show them(it) to your opponent, and place them(it) in your hand. Then, shuffle your Deck.
Ninja
U
N-604
Tobi
THE MAN OF MYSTERY Valid: When this in-play Ninja is removed from play, move this card to your hand instead.
THE MAN OF MYSTERY Valid: When this in-play Ninja is removed from play, move this card to your hand instead.
Ninja
R
N-605
Sasori (Possesion Mode)
COLD-BLOODED When this Ninja is put in play, place a Ninja Blade coin symbolizing -2/-2 on every Ninja in 1 of your opponent's Teams. This Ninja can only be put in play by removing from game 1 "Sasori" Ninja card with an Entrance cost of 5 from your Discard Pile or your Village. (Entrance cost must be met.)
COLD-BLOODED When this Ninja is put in play, place a Ninja Blade coin symbolizing -2/-2 on every Ninja in 1 of your opponent's Teams. This Ninja can only be put in play by removing from game 1 "Sasori" Ninja card with an Entrance cost of 5 from your Discard Pile or your Village. (Entrance cost must be met.)
Ninja
R
N-606
Kabuto Yakushi
PROMINENT MEDICAL SKILL During your Mission Phase, you can discard 2 of your Chakras with a "Water" Symbol. In that case, put in play 1 "Chunin" Ninja card with a "Water" Symbol from your Discard Pile.
PROMINENT MEDICAL SKILL During your Mission Phase, you can discard 2 of your Chakras with a "Water" Symbol. In that case, put in play 1 "Chunin" Ninja card with a "Water" Symbol from your Discard Pile.
Ninja
SR
N-607
Orochimaru
DREAM VESSEL During your Mission Phase, you can remove 1 "Sasuke Uchiha" Ninja (card) from your Village or your hand from game. In that case, move 1 of your opponent's Ninjas to the bottom of their Deck. Then, your opponent draws 1 card.
DREAM VESSEL During your Mission Phase, you can remove 1 "Sasuke Uchiha" Ninja (card) from your Village or your hand from game. In that case, move 1 of your opponent's Ninjas to the bottom of their Deck. Then, your opponent draws 1 card.
Ninja
SR
N-608
Naruto Uzumaki & Sai
BAD TERMS This Ninja's Team cannot be blocked by a Team that includes 2 or more Ninjas with different Symbols. (If a Ninja card has 2 or more symbols, that player selects 1 of them.)
BAD TERMS This Ninja's Team cannot be blocked by a Team that includes 2 or more Ninjas with different Symbols. (If a Ninja card has 2 or more symbols, that player selects 1 of them.)
Ninja
R
N-609
Anbu (The Foundation)
THE WILL OF THE FOUNDATION When this Ninja is put in play, remove all the cards in each player's Discard Pile from game . Valid: Each time a card is discarded to the Discard Pile, it is removed from game instead.
THE WILL OF THE FOUNDATION When this Ninja is put in play, remove all the cards in each player's Discard Pile from game . Valid: Each time a card is discarded to the Discard Pile, it is removed from game instead.
Ninja
R
N-610
Homura Mitomon
SURVEILLANCE When this Ninja is put in play, you can put in play "Koharu Utatane" Ninja card from your hand or your Discard Pile. Valid: At the end of your turn, if your opponent has 1 or more Ninjas with the OVERFLOWING CHAKRA or TAILED BEAST FORM effect in play, you can remove up to 6 cards from the top of their Deck from game.
SURVEILLANCE When this Ninja is put in play, you can put in play "Koharu Utatane" Ninja card from your hand or your Discard Pile. Valid: At the end of your turn, if your opponent has 1 or more Ninjas with the OVERFLOWING CHAKRA or TAILED BEAST FORM effect in play, you can remove up to 6 cards from the top of their Deck from game.
Ninja
U
N-611
Koharu Utatane
SURVEILLANCE When this Ninja is put in play, you can put in play "Homura Mitomon" Ninja card from your hand or your Discard Pile. Valid: At the end of your turn, if your opponent have 1 or more Ninjas with the OVERFLOWING CHAKRA or TAILED BEAST FORM effect in play, you can remove up to 6 cards from the top of their Deck from game.
SURVEILLANCE When this Ninja is put in play, you can put in play "Homura Mitomon" Ninja card from your hand or your Discard Pile. Valid: At the end of your turn, if your opponent have 1 or more Ninjas with the OVERFLOWING CHAKRA or TAILED BEAST FORM effect in play, you can remove up to 6 cards from the top of their Deck from game.
Ninja
U
N-612
The First Hokage
MATCHLESS HERO Valid: During the Exchange of Jutsu, you can discard 2 of your Chakras with an "Earth" Symbol. In that case, negate and remove 1 Jutsu being used from game.
MATCHLESS HERO Valid: During the Exchange of Jutsu, you can discard 2 of your Chakras with an "Earth" Symbol. In that case, negate and remove 1 Jutsu being used from game.
Ninja
SR
N-613
The Second Hokage
MATCHLESS HERO Valid: During the Exchange of Jutsu, you can discard 2 of your Chakras with a "Water" Symbol. In that case, negate and remove 1 Jutsu being used from game.
MATCHLESS HERO Valid: During the Exchange of Jutsu, you can discard 2 of your Chakras with a "Water" Symbol. In that case, negate and remove 1 Jutsu being used from game.
Ninja
SR
N-614
Haku (Childhood)
STRONG BOND Valid: When this Ninja is discarded due to the Showdown, you can search for 1 "Zabuza Momochi" Ninja card in your Deck and put it in play. In that case, your opponent draws 2 cards. Valid: Every "Haku" Ninja card in your hand gets "Growth".
STRONG BOND Valid: When this Ninja is discarded due to the Showdown, you can search for 1 "Zabuza Momochi" Ninja card in your Deck and put it in play. In that case, your opponent draws 2 cards. Valid: Every "Haku" Ninja card in your hand gets "Growth".
Ninja
C
N-615
Kabuto Yakushi
DATABASE When this Ninja is put in play, you can search for 1 Mission card with a "Water" Symbol in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
DATABASE When this Ninja is put in play, you can search for 1 Mission card with a "Water" Symbol in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
Ninja
R
N-616
Naruto Uzumaki & Yamato
TEAM WORK When this Ninja is put in play, you can search for up to 2 Permanent Mission cards with an "Earth" Symbol in your Deck and put them(it) in play. Then, shuffle your Deck. Valid: This Ninja can become the user of Jutsu cards with "Requirements: The First Hokage".
TEAM WORK When this Ninja is put in play, you can search for up to 2 Permanent Mission cards with an "Earth" Symbol in your Deck and put them(it) in play. Then, shuffle your Deck. Valid: This Ninja can become the user of Jutsu cards with "Requirements: The First Hokage".
Ninja
SR
N-617
Dosu Kinuta
SONIC IMPACT When this Ninja is put in play, you can put two Ninja Blade coins symbolizing -1/-1 on 1 of your opponent's Ninjas with an Entrance cost of 0.
SONIC IMPACT When this Ninja is put in play, you can put two Ninja Blade coins symbolizing -1/-1 on 1 of your opponent's Ninjas with an Entrance cost of 0.
Ninja
C
N-618
Zaku Abumi
SONIC IMPACT During the Exchange of Jutsu, you can discard 1 of your Chakras with a "Water" Symbol. In that case, negate the effect texts of 1 Ninja Battling against this Ninja during this turn.
SONIC IMPACT During the Exchange of Jutsu, you can discard 1 of your Chakras with a "Water" Symbol. In that case, negate the effect texts of 1 Ninja Battling against this Ninja during this turn.
Ninja
C
N-619
Kin Tsuchi
THE REAR GUARD Valid: Your "Dosu Kinuta" and/or "Zaku" in this Ninja's Team get +1/+1 and cannot be affected by the effects of your opponent's Ninjas.
THE REAR GUARD Valid: Your "Dosu Kinuta" and/or "Zaku" in this Ninja's Team get +1/+1 and cannot be affected by the effects of your opponent's Ninjas.
Ninja
C
N-620
Kimimaro (Childhood)
THE LAST WARRIOR OF THE CLAN During the Showdown, in the calculation of the Team Power, every Ninja with an Entrance cost of 4 or less Battling against this Ninja's Team use only the printed value regardless of any other in-play effects. Valid: Every "Kimimaro" Ninja card in your hand gets "Growth".
THE LAST WARRIOR OF THE CLAN During the Showdown, in the calculation of the Team Power, every Ninja with an Entrance cost of 4 or less Battling against this Ninja's Team use only the printed value regardless of any other in-play effects. Valid: Every "Kimimaro" Ninja card in your hand gets "Growth".
Ninja
U
N-621
Dosu Kinuta, Zaku Abumi & Kin Tsuchi
MYSTERIOUS SQUAD FROM THE SOUND When this Ninja is put in play, remove all the cards in your opponent's Chakra area from game. While this Ninja is the Head Ninja, any Head Ninja that Battled against this Ninja, during the turn, receives 1 Damage after the Showdown.
MYSTERIOUS SQUAD FROM THE SOUND When this Ninja is put in play, remove all the cards in your opponent's Chakra area from game. While this Ninja is the Head Ninja, any Head Ninja that Battled against this Ninja, during the turn, receives 1 Damage after the Showdown.
Ninja
U
N-622
Anko Mitarashi
PUPIL OF OROCHIMARU Valid: When this Ninja is discarded due to the Showdown, you can search for 1 "Orochimaru" Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
PUPIL OF OROCHIMARU Valid: When this Ninja is discarded due to the Showdown, you can search for 1 "Orochimaru" Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck.
Ninja
C
N-623
Ranmaru
GLOWING EYES During the Showdown, in the calculation of the Team Power, every Ninja with an Entrance cost of 3 or less Battling against this Ninja's Team use only the printed value regardless of any other in-play effects.
GLOWING EYES During the Showdown, in the calculation of the Team Power, every Ninja with an Entrance cost of 3 or less Battling against this Ninja's Team use only the printed value regardless of any other in-play effects.
Ninja
C
N-624
Manda
OFFERINGS At the end of your turn, you must select and remove 1 injured status Ninja from game. If you cannot, remove 2 cards from the top of your Deck from game. Valid: This Ninja cannot be removed from play by the effects of your opponent's Jutsu cards.
OFFERINGS At the end of your turn, you must select and remove 1 injured status Ninja from game. If you cannot, remove 2 cards from the top of your Deck from game. Valid: This Ninja cannot be removed from play by the effects of your opponent's Jutsu cards.
Ninja
R
N-625
Raiga Kurosuki
Seven Swordsmen of the Mist Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, reveal the top 5 cards of your opponent's Deck and remove all the Ninja cards among them from game. Then, return the rest and your opponent shuffles their Deck.
Seven Swordsmen of the Mist Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, reveal the top 5 cards of your opponent's Deck and remove all the Ninja cards among them from game. Then, return the rest and your opponent shuffles their Deck.
Ninja
R
N-626
The Demon Brothers Gouzu
SAME WAVELENGTH When this Ninja is put in play, you can search for 1 "The Demon Brothers Meizu" in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck.
SAME WAVELENGTH When this Ninja is put in play, you can search for 1 "The Demon Brothers Meizu" in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck.
Ninja
C
N-627
The Demon Brothers Meizu
SAME WAVELENGTH When this Ninja is put in play, you can search for 1 "The Demon Brothers Gouzu" in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck.
SAME WAVELENGTH When this Ninja is put in play, you can search for 1 "The Demon Brothers Gouzu" in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck.
Ninja
C
N-629
Misumi Tsurugi
UNIQUE TALENT When this Ninja is sent out to Attack, select 1 of your opponent's Ninjas with an Entrance cost of 2 or less. In that case, that selected Ninja gets -2/-2 during this turn and the next turn.
UNIQUE TALENT When this Ninja is sent out to Attack, select 1 of your opponent's Ninjas with an Entrance cost of 2 or less. In that case, that selected Ninja gets -2/-2 during this turn and the next turn.
Ninja
C
N-630
Yoroi Akado
UNIQUE TALENT When this Ninja is sent out to Attack, select 1 of your opponent's Ninjas. In that case, during this turn and the next turn, when that Ninja is sent out to Battle, you can discard up to 2 of their Chakras.
UNIQUE TALENT When this Ninja is sent out to Attack, select 1 of your opponent's Ninjas. In that case, during this turn and the next turn, when that Ninja is sent out to Battle, you can discard up to 2 of their Chakras.
Ninja
C
N-631
Ninja
C
N-632
Naruto Uzumaki
DANGEROUS CHAKRA Valid: When this Ninja receives any Damage due to the Showdown, remove the top 5 cards of your opponent's Deck from game. This effect cannot be negated.
DANGEROUS CHAKRA Valid: When this Ninja receives any Damage due to the Showdown, remove the top 5 cards of your opponent's Deck from game. This effect cannot be negated.
Ninja
R
N-633
Rock Lee & Tortoise Ninja
PUPILS OF THE HOT-BLOODED TEACHER When this Ninja is put in play, you can search for 1 "Might Guy" in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, draw 1 card. Valid: This Ninja can become the user of Jutsu cards with "Requirements: 'Might Guy'".
PUPILS OF THE HOT-BLOODED TEACHER When this Ninja is put in play, you can search for 1 "Might Guy" in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, draw 1 card. Valid: This Ninja can become the user of Jutsu cards with "Requirements: 'Might Guy'".
Ninja
U
N-634
Shikamaru Nara
UNWILLINGNESS During the Mission Phase, you can select 1 of your opponent's Ninjas with an Entrance cost of 2 or less. In that case, that selected Ninja and this Ninja cannot be sent out to Battle during the turn.
UNWILLINGNESS During the Mission Phase, you can select 1 of your opponent's Ninjas with an Entrance cost of 2 or less. In that case, that selected Ninja and this Ninja cannot be sent out to Battle during the turn.
Ninja
SR
N-635
Choji Akimichi
INFURIATION When this Ninja is sent out to Battle, you can remove 1 Ninja Blade coin of any kind from play.
INFURIATION When this Ninja is sent out to Battle, you can remove 1 Ninja Blade coin of any kind from play.
Ninja
C
N-636
Shizune & Tonton
AN ASSISTANT AND A PET When this Ninja is put in play, you can search for 1 "Tsunade" Ninja card in your Deck and put it in play.
AN ASSISTANT AND A PET When this Ninja is put in play, you can search for 1 "Tsunade" Ninja card in your Deck and put it in play.
Ninja
U
N-637
Sasuke Uchiha
COPYING THE SKILLS When this Ninja is sent out to Battle, you can select 1 of your opponent's "Genin" Ninjas. In that case, negate the effect texts of that selected Ninja during this turn, and this Ninja gets those effects during this turn.
COPYING THE SKILLS When this Ninja is sent out to Battle, you can select 1 of your opponent's "Genin" Ninjas. In that case, negate the effect texts of that selected Ninja during this turn, and this Ninja gets those effects during this turn.
Ninja
C
N-638
Gaara of the Desert (Possessed Mode)
INSANITY When this Ninja is put in play, you can remove 1 of your Ninjas with both a "Wind" Symbol and an Entrance cost of 2 or more from game. In that case, draw 2 cards. Valid: This Ninja can becomes the user of Jutsu cards with "Requirements: "Sand" Combat Attribute + An Entrance cost of 5 or more".
INSANITY When this Ninja is put in play, you can remove 1 of your Ninjas with both a "Wind" Symbol and an Entrance cost of 2 or more from game. In that case, draw 2 cards. Valid: This Ninja can becomes the user of Jutsu cards with "Requirements: "Sand" Combat Attribute + An Entrance cost of 5 or more".
Ninja
SR
N-639
Sakura Haruno & Sai
STRANGE TEAM WORK During your opponent's Mission Phase, you can select 1 of your opponent's Ninjas. In that case, negate the effect texts of that selected Ninja during this turn and next turn. Addtionally, that selected Ninja must be sent out to Battle this turn, if possible.
STRANGE TEAM WORK During your opponent's Mission Phase, you can select 1 of your opponent's Ninjas. In that case, negate the effect texts of that selected Ninja during this turn and next turn. Addtionally, that selected Ninja must be sent out to Battle this turn, if possible.
Ninja
R
N-640
Might Guy
DYNAMIC ENTRANCE When this Ninja is put in play, you can remove 1 of your opponent's injured status Ninjas from game. In that case, draw 1 card. Valid: While this Ninja is in the same Team as 1 or more Ninjas with a "Taijutsu" Combat Attribute, this Ninja gets +0/+5.
DYNAMIC ENTRANCE When this Ninja is put in play, you can remove 1 of your opponent's injured status Ninjas from game. In that case, draw 1 card. Valid: While this Ninja is in the same Team as 1 or more Ninjas with a "Taijutsu" Combat Attribute, this Ninja gets +0/+5.
Ninja
SR
N-641
Kankuro & Black Ant
NO MERCY During your Mission Phase, you can discard 1 "Puppet" Ninja (card) from your Village or your Chakra area. In that case, place a poison coin on 1 of your opponent's Ninjas. If that Ninja's Entrance cost is 2 or less, discard that Ninja.
NO MERCY During your Mission Phase, you can discard 1 "Puppet" Ninja (card) from your Village or your Chakra area. In that case, place a poison coin on 1 of your opponent's Ninjas. If that Ninja's Entrance cost is 2 or less, discard that Ninja.
Ninja
U
N-642
Temari
WINDSTORM During the Showdown, in the calculation of Team Power or Mental Team Power, use only the printed value of the Ninjas in this Ninja's Team and the Team Battling against it regardless of any other in-play effects.
WINDSTORM During the Showdown, in the calculation of Team Power or Mental Team Power, use only the printed value of the Ninjas in this Ninja's Team and the Team Battling against it regardless of any other in-play effects.
Ninja
R
N-643
Itachi Uchiha
GENIUS IN GENJUTSU During your Mission Phase, you can discard 1 of your Chakras with a "Fire" Symbol. In that case, you can select 1 of your opponent's Ninjas. That selected Ninja cannot be sent out to Battle during this turn.
GENIUS IN GENJUTSU During your Mission Phase, you can discard 1 of your Chakras with a "Fire" Symbol. In that case, you can select 1 of your opponent's Ninjas. That selected Ninja cannot be sent out to Battle during this turn.
Ninja
R
N-644
Kisame Hoshigaki
FIERCE MONSTER While your opponent has 1 or less Chakra, this Ninja's Team cannot be blocked. Valid: When this Ninja's Team wins a Victory or Outstanding Victory, you can select and discard 1 of your oponent's Chakras.
FIERCE MONSTER While your opponent has 1 or less Chakra, this Ninja's Team cannot be blocked. Valid: When this Ninja's Team wins a Victory or Outstanding Victory, you can select and discard 1 of your oponent's Chakras.
Ninja
R