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Naruto CCG / TCG<br>Collectible Card Game<B><BR>MISSION CARD<br>SPOILER LIST<BR>M001 thru M200</B>

CLICK ON THE NAME of any card in this Naruto Card List Spoiler to be taken to the card to see the image or to purchase the card.

Card Name Card # Rarity Effect Element Card Type
Ichiraku Noodle Shop m001 C Target: 1 of your injured Ninjas Effect: Heal the target. Lightning Mission
An Outcast's Dream m002 C Permanent Effect: When your 'Naruto Uzumaki' Ninja gives Damage to your opponent's Ninjas, put a Ninja Blade coin symbolizing +1/+1 on 'Naruto Uzumaki'. Lightning Mission
Leaf Headband m003 U Target: 1 'Genin' Ninja in your Chakra area Effect: Move the target to your Village and put it in play. The Ninja is considered to be part of the '1 Ninja card per turn' restriction. Lightning Mission
A Kind Teacher m004 ST Target: Every card in both players' Discard Piles Effect: Move the target to each player's Deck. The Decks are then shuffled. Lightning Mission
Disaster of the Nine-Tailed Fox Spirit m005 SR Target: Every Ninja Effect: Give 1 Damage to the target. Lightning Mission
Mission of Capturing the Missing Pet “Tora” m006 C Effect: Draw 1 card. Fire Mission
Make-Out Paradise m007 C Target: 1 of your Ninjas Effect: When the target's Team wins an Outstanding Battle Reward or an Outstanding Victory during this turn, get an additional Battle Reward. Fire Mission
An Accident m008 U Target: Every Ninja Effect: The target cannot use Jutsu cards during this turn. Fire Mission
Lone Avenger m009 C Counter Target: 1 non-'Permanent' Mission card Effect: Negate the target and discard it. Fire Mission
Exhaustion of Stamina m010 U Target: Every card in both players' Chakra areas Effect: Discard the target. Fire Mission
Bingo Book m011 C Effect: Look at the top 3 cards of your Deck. If there are 1 or more Ninjas among the cards, you can select 1 of the Ninjas, show it to your opponent, and place it in your hand. Return the rest of the cards to your Deck and shuffle it. Water Mission
The Worst Client m012 C Target: 1 of your Ninjas Effect: When the target is sent out to Battle during this turn, your opponent must send out a Team to block the target's Team, if possible. Water Mission
Gato Transport m013 C Permanent Effect: Both players must discard 1 card of their choice in their Chakra areas every time they send a Team out to Battle. Water Mission
Intent to Kill m014 U Target: All Teams with all 'Genin' or lower Rank Ninjas Effect: The target cannot be sent out to Battle during this turn. Water Mission
Inner Sakura m015 U Effect: Look at the top 4 cards of your Deck. Then, arrange the order of the 4 cards as you like and return them to the top of your Deck. Then, If you have 'Sakura Haruno' in play, draw 1 card. Wind Mission
Browsing in a Bookstore m016 C Effect: Look at all the cards in your opponent's hand. Wind Mission
Three Man Squads m017 C Effect: A Team with 3 Ninjas can only be blocked by another Team with 3 Ninjas during this turn. Wind Mission
One Morning m018 R Effect: Draw 2 cards. Wind Mission
Failure m019 C Target: 1 'Permanent' Mission card Effect: Discard the target. Earth Mission
Ninja Academy m020 C Target: 1 'Genin' Ninja in your hand Effect: Put the target in play. Earth Mission
After the Battle m021 R Target: All of your injured Ninjas Effect: Heal the target. Earth Mission
Leaf Ninja Forces m022 C Permanent Effect: Both players draw 1 extra card during their Start Phase. Earth Mission
Battle of Clones m023 C Permanent Target: 1 of your Ninjas Effect: The target gets 'Clone status'. When this card's effect is applied, put a Ninja Blade coin symbolizing 'Clone status' on the target. Lightning Mission
Oath of Pain m024 C Effect: Arrange the order of all the cards in your hand and return them to the bottom of your Deck. Then, draw the same number of cards from your Deck. Lightning Mission
The Hero Appears! m025 U Permanent Effect: All Ninjas in both players' hands with an Entrance cost of 1 or more get +1 Entrance cost. This effect cannot be duplicated. Lightning Mission
The Most Unpredictable Ninja m026 C Counter Target: 1 of your opponent's Ninjas Effect: The target must be sent out to Battle during this turn, if possible. Lightning Mission
Blood of the Uchiha Clan m027 C Permanent Target: 1 of your Ninjas Effect: The target gets 'Sharingan Eye'. When this card's effect is applied, put a Ninja Blade coin symbolizing 'Sharingan Eye' on the target. Fire Mission
Coward m028 ST Target: All Teams with 1 Ninja Effect: The target cannot block a Team with 6 or more Team Power during this turn. Fire Mission
Seesaw Battle m029 C Target:1 of the cards in each player's Battle Reward areas Effect: Discard the target. Fire Mission
Kakashi's Foresight m030 R Permanent Effect: You can play up to 2 Mission cards per turn. Fire Mission
Gathering Herbs m031 R Effect: Both players draw 1 card. Water Mission
The Worst for Last m032 U Effect: If your opponent has 1 or more 'Jonin' Ninjas in play, put a 'Jonin' or lower Rank Ninja in play. This effect is included in the '1 Ninja card per turn' restriction. Water Mission
Public Execution m033 C Effect: Both players discard 1 card from their hand or from their in-play cards. Water Mission
Unwanted Child m034 C Target: Every card in your opponent's Battle Reward area Effect: Look at the target. If the cards include 1 or more 'Rogue Ninjas', select 1 and show it to your opponent and put it in your hand. Water Mission
Look for the Red Four-Leaf Clover m035 C Effect: Look at all the cards in your Deck. Select 1 Mission card of your choice and show it to your opponent. Then, shuffle your Deck and return the selected Mission card to the top of your Deck. Wind Mission
Left Behind m036 C Target: 1 of your opponent's Ninjas Effect: Remove the target from the Team. Wind Mission
Specific Instruction m037 C Counter Target: All of your Ninjas Effect: Organize the target into new Teams. Wind Mission
Teachings of the Previous Hokage m038 C Target: Every Team Effect: The target must be sent out to Battle during this turn, if possible. Wind Mission
Small Act of Courage m039 C Effect: Every Ninja in your hand that has an Entrance cost of 2 or less gets -1 Entrance cost during this turn. Earth Mission
Shooting Star m040 ST Permanent Target: 1 of your 'Genin' Ninjas Effect: The name of the target is considered to be the same as 'Shooting Star'. When this card's effect is applied, put a Ninja Blade coin symbolizing 'Shooting Star' on the target. When this card is removed aft Earth Mission
Manji Battle Formation m041 C Target: 1 of your Ninjas Effect: The target cannot receive any Damage during this turn, even if you lose the Battle (including both a Defeat and a Complete Defeat). Earth Mission
Revival m042 U Target: 1 Ninja in your Discard Pile Effect: Move the target back to the top of your Deck. Earth Mission
Combat in Extreme Conditions m043 U Effect: Move your Turn Marker up by 1. You cannot move the Turn Marker up during your End Phase of the turn you apply this effect. Lightning Mission
Mission Refusal m044 C Target: 1 Client Effect: Discard the target. Lightning Mission
Broken Seal m045 R Permanent Effect: You can discard 3 cards in your Chakra area at the beginning of your turn. Then, draw 1 card. Lightning Mission
Preliminary Examination m046 C Permanent Effect: All 'Genin' Ninjas can neither be included in any Teams nor be sent out to Battle during the turn they are put in play. Fire Mission
Stay Out of This! m047 U Counter Target: 1 Ninja of 'Chunin' or higher Rank being deployed Effect: Move the target back to its original owner's hand. Your opponent cannot deploy a Ninja with the same name as the target during this turn. Fire Mission
Examination Rule m048 C Permanent Effect: All Teams of only 1 'Chunin' or lower Rank Ninja cannot win any Battle Rewards. Fire Mission
Surprise Attack m049 C Target: 1 Ninja with the Entrance cost X Effect: Discard X number of your Battle Rewards to the original owner's Discard Pile and injure the target. (The minimum value of X is 1.) Fire Mission
A Tool Called 'Ninja' m050 C Target: (1) 1 of your in-play Ninjas (2) 1 of your injured Ninjas, except (1) Effect: Send target (1) to your Chakra area to heal target (2). Water Mission
Appearance of Unknown Rivals m051 R Permanent (3) Effect: Draw 1 card every time your opponent deploys a Ninja. This effect cannot be duplicated. Water Mission
The End of the Demon m052 SR Target: (1) 1 of your 'Chunin' or higher Rank Ninjas with a 'Water' symbol (2) 1 of your opponent's Ninjas or Clients Effect: Discard targets (1) and (2). Water Mission
Written Test m053 U Effect: All Teams perform a Mental Power Battle during this turn. Wind Mission
Cheating Prevention m054 U Effect: Teams with 2 or less Team Mental Power cannot be sent out to Battle during this turn. Wind Mission
Sharp Words m055 C Permanent (3) Effect: The Attacker may only send out X Teams. X = the number of Nija Blade coins on this card. Wind Mission
Pass Permit m056 U Target: 1 of your Ninjas Effect: The target's Team cannot be blocked by a Team which includes a Ninja with a symbol different from the target. Wind Mission
Forbidden Technique m057 C Effect: Select 1 symbol. Jutsu cards with the selected symbol cannot be used during this turn. Earth Mission
Broken Heart m058 C Target: Both players' in-play 'Permanent' Mission cards Effect: Send the target to their original owner's Chakra area. Earth Mission
First Chunin Exam m059 R Permanent (2) Effect: All Teams perform a Mental Power Battle. Earth Mission
Dreadful Scars m060 C Permanent (2) Effect: All Ninjas are deployed in injured status. Earth Mission
Konohamaru Ninja Squad Appears! m061 C Permanent Effect: All 'Ninja Academy Students' Ninjas get +0/+1. Earth Mission
No lunch m062 U Permanent (1) Effect: Neither player can draw cards during their Start Phase. Lightning Mission
All Nine Rookies Face Off m063 U Effect: You may deploy an additional Ninja this turn if you have fewer in-play Ninjas than your opponent after deploying 1 Ninja. Fire Mission
Survival Exercise m064 U Effect: Both players move 1 'Genin' Ninja of their choice to the bottom of its original owner's Deck for every 3 'Genin' Ninjas in their Village. Fire Mission
Picking Empty Cans m065 C Target: 1 Ninja in your Discard Pile Effect: Send the target to your Chakra area. Wind Mission
Weeding m066 C Effect: Each player sends 1 or 2 cards (their choice) from the top of their Deck to their original owner's Chakra area. Earth Mission
Heaven Scroll m067 C Permanent Effect: You can discard this card and your 'Earth Scroll' Mission card at the beginning of your turn (both cards must be in play when you discard them). Then, get 2 Battle Rewards. Lightning Mission
Beyond the Goal m068 C Target: All your Ninjas Effect: When the target's Team wins a Battle Reward during this turn, heal all the Ninjas in the Team. Lightning Mission
Sweet Tooth m069 C Permanent Effect: You may discard 2 cards in your Chakra area with the same symbol at the beginning of your turn. Then, your opponent discards 1 card in their hand at random and draws 1 card. Lightning Mission
Here Comes Second Test Proctor Anko Mitarashi! m070 R Effect: Both players charge all cards in their hand to their Chakra area and then draw cards until they have 3 cards in their hand. Lightning Mission
Curse Mark Out of Control m071 R Permanent (3) Target: 1 Ninja Effect: The target gets +1/+1. The target's Team cannot win any Battle Rewards. When this card is put in play, place a Ninja Blade coin symbolizing this effect on the target. Fire Mission
Revive, Sharingan! m072 C Effect: Discard all cards in your hand (unless there are none). Then, search for 1 Ninja with 'Sharingan Eye' in your Deck and show it to your opponent. Then, place it in your hand and shuffle your Deck. Fire Mission
Survival in the Forest of Death m073 R Permanent (2) Effect: If a player sends out at least 1 Team to Battle, give 1 Damage to 1 of their Ninjas at the end of the turn. This effect cannot be duplicated. Fire Mission
Striking a Deal m074 R Target: (1) X number of your Battle Rewards (2) X number of your Ninjas Effect: Discard target (1) to the original owner's Discard Pile and heal target (2). Water Mission
Observer m075 C Effect: Select 1 symbol. All cards in your Chakra area are considered to have the selected symbol in addition to their original symbols during this turn. Water Mission
Image of Death m076 C Counter Target: Every Ninja Effect: The target cannot be sent out to Battle during this turn. Water Mission
Ninja Poem Titled "Ninja Opportunity" m077 C Counter Effect: Your opponent cannot include Ninjas with different symbols in the same Team during this turn. Wind Mission
Lucky! m078 C Target: 1 of your opponent's Battle Rewards Effect: Flip a Ninja Blade coin; if it's heads, discard the target. If it's tails, your opponent draws 1 card. Wind Mission
The Fastest Ones m079 R Permanent Effect: You win the game when you win a total of 9 Battle Rewards instead of 10. This effect cannot be applied to your opponent. This card cannot be played if you have 5 or more Battle Rewards. Wind Mission
Sakura's Decision m080 SR Target: 1 of your healthy 'Female' Ninjas Effect: Injure the target. Then, draw the same number of cards as the target's 'Mental Power'. Wind Mission
Earth Scroll m081 C Permanent Effect: You may discard this card and your 'Heaven Scroll' Mission card at the beginning of your turn (both cards must be in play when you discard them). Then, draw 2 cards. Earth Mission
Securing Food m082 C Permanent (1) Effect: No Ninjas can be sent out to Battle. Earth Mission
Promise from the Past m083 U Effect: Look at the top 5 cards of your Deck. If there are 1 or more 'Female' Ninjas among the cards, select 1 'Female' Ninja of your choice, show it to your opponentand and place it in your hand. Then, return the rest to your Deck and shuffle it. Earth Mission
Starving m084 C Permanent Effect: Both players give 1 Damage to 1 of their Ninjas if they have 2 or less cards in their hand at the end of their turn. This effect cannot be duplicated. Earth Mission
Quick Wit m085 C ( Control of Power) Valid: During the Exchange of Jutsu, you can discard the top 2 cards of your Deck. In that case, this Ninja gets +1/+0 during the turn. This effect can be used up to 3 times per turn. Lightning Mission
The Opposites Rule m086 C (Reason for the Late Arrival) While this Ninja is in your hand and neither player has any Battle Rewards, this Ninja gets +1 Entrance cost. Lightning Mission
Preliminaries to the Third Exam m087 R (IQ of 200 or higher) When this Ninja is sent out to Battle and opposed, you can discard 2 cards from your hand. In that case, this Ninja's Team and the Team Battling against it perform a Mental Power Battle during the turn. Lightning Mission
Great Ninja m088 R Target: 1 Ninja in your Chakra area Effect: Move the target to your Village. The target is discarded at the end of this turn. However, you cannot select a Ninja as target if another Ninja in your Village has the same name. Lightning Mission
Make-Out Violence m089 U Target: 1 of your Ninjas Effect: Place X number of Ninja Blade coins symbolizing +1/+1 on the target. X = the number of 'Make-Out Paradise' Mission cards in your Chakra area. Fire Mission
Copying Ability m090 C Permanent Effect: You can add the following effect to your 'Sharingan Eye' Jutsu card: 'Effect: The user gets 1 of the characteristics of another of your in-play Ninjas during this turn.' Fire Mission
Acute Sense of Smell m091 C Permanent (2) Effect: Your opponent must play the game showing you all the cards in their hand. Fire Mission
Tide of the Deadly Combat m092 R Target: (1) Every healthy Ninja (2) Every injured Ninja Effect: Injure target (1). Heal target (2). Fire Mission
Sacrifice m093 C Permanent Effect: Every Mission card in both players' hands gets +1 Entrance cost. Water Mission
Mischief of Darkness m094 U Permanent Effect: Every Mission card in both players' hands gets -1 Entrance cost. Water Mission
Forbidden Use m095 U Effect: Your opponent cannot use any Mission cards during the next turn. Water Mission
Spy of the Hidden Sound Village m096 R Effect: Draw 2 cards. While this card is in your Chakra area, the original owner of this card cannot deploy any Ninjas. Water Mission
Fateful Pairings m097 C Effect: Both player shuffle their Decks. Wind Mission
Situation Assessment m098 R Permanent (2) Effect: All your Ninjas get +1 'Mental Power.' Wind Mission
Chunin Exam Rule m099 C Permanent Effect: Change the number of Battle Rewards required to win the game to 12. This card cannot be used if your opponent has 5 or more Battle Rewards. Wind Mission
Electronic Scoreboard m100 C Target: (1) 1 of your Ninjas (2) 1 of your opponent's Ninjas Effect: During this turn, if target (1) is sent out to Attack by itself, target (2) must block target (1), if possible. Wind Mission
Important Advice m101 C Permanent Effect: Every Ninja gets -1/-1. This effect cannot be duplicated. Earth Mission
Ointment m102 C Counter Target: 1 of your injured Ninjas Effect: Heal the target. Earth Mission
Insightful Eye m103 C Permanent Effect: You can add the following effect to the 'Byakugan' Jutsu card: 'Effect: Look at the top 4 cards of your Deck and return them in any order you like.' Earth Mission
Main Branch and Cadet Branch m104 U Target: (1) 1 of your Ninjas (2) 1 Ninja with the same name as target (1) Effect: Return Target (1) to its original owner's hand. Then, move target (2) to the top of its original owner's Deck. Earth Mission
Retaliation m105 U Target: 1 Jutsu card in your Discard Pile Effect: Move the target to the top of your Deck. Earth Mission
Jonins' Intervention m106 ST Effect: When any of your Ninjas are discarded after being in play during this turn, you can move 1 'Jonin' Ninja from your hand to your Village. Fire Mission
Temptation of Power m107 ST Effect: Discard 1 Ninja in your hand to search for 1 non-'Leaf' Ninja in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Water Mission
Wish m108 ST Target: X number of the cards in your Discard Pile Effect: Move the target to the top of your Deck in any order you like. This effect can be used only when you have 1 or more 'Female' Ninjas in play. X = the number of your Chakras. Wind Mission
Kunoichi Battle m109 U Effect: Only 'Female' Ninjas can be sent out to Battle during this turn. Your opponent can organize Teams when this card is played. Earth Mission
The Gift of Perseverance m110 C Target: Your 'Rock Lee' Effect: Place 1 growth coin on the target. Lightning Mission
For someone precious to you m111 U Target: 1 of your opponent's 'Rogue Ninjas' Effect: Move the target to your Village unless you already have a Ninja with the same name as the target. Return the target to its original owner's Village at the end of the turn. Water Mission
Difference in Levels m112 C Permanent Effect: All Ninjas of the highest Rank that are currently in play get +1/+1. This effect cannot be duplicated. Water Mission
Skillful Coordination m113 C Permanent Effect: During the Exchange of Jutsu, you can discard the top card of your Deck to change the position of the Ninjas in 1 of your Teams. Water Mission
Four Man Squads m114 ST Permanent Effect: You can organize Teams with 4 Ninjas. Fire Mission
Unhealed Wound m115 U Permanent Effect: No Ninja can be healed. Lightning Mission
Power of the Nine-Tailed Fox Spirit m116 C Permanent Effect: You can charge Chakra during the Exchange of Jutsu. Lightning Mission
Legacy of the Hero m117 C Permanent Effect: If any of your Ninjas are discarded after being in play, they are sent to their original owner's Chakra area instead of the Discard Pile. Lightning Mission
Toad Sage m118 R Effect: You can show 1 'Ninja Toad' Ninja in your hand to your opponent and move it to the bottom of your Deck to draw 3 cards. Lightning Mission
Teaching a Secret Technique m119 R Effect: Search for 1 'Sasuke Uchiha' with 'Growth' in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. This effect cannot be used unless you have 'Sasuke Uchiha' in play. Fire Mission
Complete Victory m120 C Permanent Effect: If your Team wins an Outstanding Victory by a difference of 8 or more in Team Power, discard every Ninja Battling against the Team. Fire Mission
Continue the Mission m121 C Permanent (1) Effect: Neither player can deploy any Ninjas. This card cannot be used during the turn in which a Ninja has been deployed. Fire Mission
Hot Spring m122 U Target: Every injured Ninja Effect: Heal the target. Water Mission
Coward m123 U Permanent (3) Effect: When your opponent uses a Mission card, the value of your opponent's Turn Marker is considered to be reduced by X. X = the number of Ninja Blade coins on this card. Water Mission
A Grain of Courage m124 C Counter Target: 1 of your Ninjas Effect: During this turn, if the target is the only Ninja sent out to block, none of the Attacker's Teams can win any Battle Rewards. Water Mission
Secret Conspiracy m125 R Effect: You can use any number of Mission cards during this turn. Water Mission
Double Knockdown m126 U Permanent Effect: Your Ninjas cannot receive any Damage by a draw. Wind Mission
Ebisu Again m127 C Target: 1 of your opponent's Clients Effect: Move the target to your Village if you do not have a Client in play in your Village. Wind Mission
Disarmament m128 ST Counter Effect: The player with the most in-play Ninjas moves 2 Ninjas to their original owner's hand. The player with less in-play Ninjas moves 1 Ninja to the original owner's hand. Wind Mission
The Hyuga Lineage m129 U Effect: If you have 'Neji Hyuga' in play, you can search for 1 Jutsu card with 'Requirements: 'Byakugan'' in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Earth Mission
A Flower that Carries a Wish m130 C Target: Any number of your injured Ninjas Effect: Move the target to the bottom of the original owner's Deck to move every Ninja in your hand with the same name as the target to your Village. Earth Mission
Challenging Again m131 C Permanent (4) Effect: Every time you flip a Ninja Blade coin, you can ignore the result and flip it again. If you need to flip a coin more than once, you can only redo one of the flips. This effect can only be applied once per 'Ninja Blade coin flip effec Earth Mission
Disgrace of the Village m132 U Permanent (4) Effect: Every time your opponent flips a Ninja Blade coin, the result is considered be tails regardless of the result. If they need to flip a coin more than once, only 1 of the results of your choice is considered to be tails. This effect ca Earth Mission
Secret Path m133 C Target: 1 of your Ninjas Effect: Flip a Ninja Blade coin; if it's heads, the target's Team cannot be blocked during this turn while the target remains the only Ninja in it's Team. Lightning Mission
Pledge of Victory m134 C Permanent Effect: When any of your Ninjas are sent out to Attack, you can move the top card of your Deck to your Chakra area. Lightning Mission
Power for Change m135 R Target: (1) 1 of your 'Naruto Uzumaki' Ninja cards in play (2) Every growth coin on your Ninjas Effect: Move target (2) onto target (1). Lightning Mission
Combo of 16 Hits m136 U Effect: If any Ninja in your Team(s) uses 3 or more Jutsu cards during this turn, that Ninja's Team wins an Outstanding Victory in the Showdown regardless of the result of the Battle. Fire Mission
Detection m137 C Target: 1 of your in-play 'Permanent' Mission cards Effect: Return the target to its original owner's Deck. Then, shuffle the Deck. Fire Mission
High-Speed Body m138 R Permanent Effect: If you have 1 or more Ninjas with 'Sharingan Eye' in play, you can discard 1 card from your hand at the beginning of your turn to draw 1 card. Fire Mission
Dancing Leaves...!! m139 U Effect: If you give a 'Sasuke Uchiha' in your hand a +2 Entrance cost and deploy it or put it in play by the effect of 'Growth' during this turn, draw 3 cards. Fire Mission
Incomplete Activation m140 C Permanent Effect: Each player must pay 1 additional Chakra of their choice every time their Ninja uses a Jutsu card. Water Mission
Scheming m141 U Effect: Everytime your Team(s) wins 1 or more Battle Rewards during this turn, discard the same number of your opponent's Battle Rewards instead. Water Mission
Abduction m142 U Target: 1 of your opponent's 'Genin' or lower Rank Ninjas Effect: Move the target to your Village unless you already have a Ninja with the same name as the target. If the target is still in play, return it to your opponent's Village at the end of the tur Water Mission
Measuring the Limits m143 U Effect: Only 1 of your opponent's Ninjas can use up to 1 Jutsu card during this turn. Wind Mission
Changes in Pairings m144 U Target: 1 of your opponent's Ninjas Effect: The target's Team cannot be sent out to Battle during this turn. Wind Mission
Depression m145 C Permanent (2) Target: 1 Ninja Effect: Attach this card to the target to give it -1/-1. (If you attach this card to your opponent's Ninja, they control this card.) Wind Mission
The Official Exam Begins! m146 U Effect: Your opponent can organize their Teams. Only 'Genin' Ninjas can be sent out to Battle during this turn. Wind Mission
Aftereffects m147 C Permanent Target: 1 injured Ninja Effect: Attach this card to the target. The target cannot be healed. (If you attach this card to your opponent's Ninja, they control this card.) Earth Mission
You Got Me! m148 U Counter Target: 1 of your Ninjas Effect: If the target's Team wins a Victory or an Outstanding Victory during this turn, negate all Damage it gives in the Showdown. Then, place 1 growth coin on the target. Earth Mission
Hidden Capacity m149 C Permanent (3) Target: 1 of your Ninjas Effect: Attach this card to the target. The original Mental Power of the target becomes 0. Place a Ninja Blade coin symbolizing +1 Mental Power on the target at the end of each of your turns. Earth Mission
Caged Bird m150 U Counter Permanent (2) Target: 1 Ninja Effect: Attach this card to the target. The target cannot be sent out to Battle. (If you attach this card to your opponent's Ninja, they control this card.) Earth Mission
Broken Seal m151 R Permanent Effect: No Jutsu card with the word 'seal' in its name can be used. Lightning Mission
Pad m152 C Effect: Draw the same number of cards as the number of all in-play 'Ninja Dog' Ninjas. Lightning Mission
Best Rival m153 U Permanent (2) Effect: When a Team with both 'Kakashi Hatake' and 'Might Guy' is sent out to Battle and opposed, that Team wins an Outstanding Victory in the Showdown regardless of the result of the Battle. Lightning Mission
Stormy Battle m154 U Permanent (4) Effect: Every Attacking Team that has a Ninja with an Entrance cost of 8 or more can only be blocked by another Team that has a Ninja with an Entrance cost of 8 or more. Lightning Mission
Ominous Presentiment m155 U Permanent (3) Effect: If a player discard a Ninja with an Entrance cost of 6 or more as the result of the Showdown, then that player loses the game at the end of the turn. If both players discard a Ninja with an Entrance cost of 6 or more as a result of t Fire Mission
A-Ranked Mission m156 U Permanent Target: 1 of your Ninjas Effect: Attach this card to the target. If the target wins a Victory or an Outstanding Victory, win 1 Battle Reward. Fire Mission
The End of the Mortal Combat m157 R Effect: Each player must discard their in-play Ninja with the highest Entrance cost. (If a player has 2 or more Ninjas that have the highest Entrance cost, that player selects and discards 1 of them.) Fire Mission
The One Who Inherits and Entrusts the Will m158 R Effect: If all of your in-play Ninjas are 'Leaf' Ninjas and you have 2 or less cards in your hand, draw card(s) until you have 3 cards in your hand. Fire Mission
Research into Forbidden Jutsu m159 U Target: Every Jutsu card in your Discard Pile Effect: Return the target to its original owner's Deck. Then, shuffle the Deck. Water Mission
Collapse of the Hidden Leaf Village m160 R Permanent (3) Effect: Every in-play 'Leaf' Ninja gets -1/-1. Water Mission
Loss of All Techniques m161 C Permanent (4) Target: 1 Ninja Effect: Attach this card to the target. The target cannot be the user of Jutsu cards. (If you attach this card to your opponent's Ninja, they control this card.) Wind Mission
The Name "Gaara" m162 C Target: (1) Your 'Gaara of the Desert' (2) X number of your in-play Ninjas Effect: Discard target (2) to place X number of Ninja Blade coin(s) symbolizing +1/+1 on target (1). Wind Mission
Basic Platoon m163 U Effect: Search for 1 'Platoon' Ninja in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Wind Mission
Holding the Enemy Back m164 C Counter Target: 1 of your opponent's Ninjas Effect: If the target is sent out to Attack this turn, the target's Team is considered to be a Battling Team during the Showdown. Wind Mission
Love m165 C Permanent Target: 1 of your Ninjas Effect: Attach this card to the target. The target cannot receive 2 or more Damage except as a result of the Showdown. Earth Mission
Decoy m166 C Counter Target: 1 of your Ninjas Effect: The target's Team can block 2 of your opponent's Teams during this turn. (The blocked Teams combine their Team Powers in the Showdown.) Earth Mission
Reason for Their Highest Renown m167 C Target: (1) 1 of your Ninjas with 'Byakugan' (2) All your opponent's non-'Leaf' Ninjas with an Entrance cost of X or less Effect: Change target (2) to injured status. X = Target (1)'s Entrance cost - 2 Earth Mission
Another Tracker m168 C Effect: Move 1 'Jonin' Ninja in your hand to your Village. Earth Mission
Special Suits m169 U Permanent Target: 1 of your Ninjas Effect: Attach this card to the target. The target can be the user of Jutsu cards with 'Requirements: Rock Lee'. Lightning Mission
Chakra Armor m170 C Permanent Target: 1 of your Ninjas Effect: Attach this card to the target. The target gets +1/+1 while this card is attached. Water Mission
Delivery m171 U Effect: If your opponent has 6 or more Battle Rewards, you can draw 2 cards. Wind Mission
Hidden Past m172 U Target: Each of your opponent's Battle Rewards Effect: Look at the target. You can select 1 card among them and move it to your hand. In that case, send 1 of the cards in your hand to your opponent's Battle Reward area. Wind Mission
Farewell m173 U Permanent Effect: Each player draws 1 card at the end of the turn that 1 or more of their own in-play Ninjas are discarded due to Damage. This effect cannot be duplicated. Earth Mission
Research Tour m174 U Effect: Look at the top 3 cards of your Deck. Then, return them to the top or bottom of your Deck in any order. Lightning Mission
No Interest m175 U Target: 1 'Counter' Mission card being played Effect: Negate and discard the target. (You can play this Mission during your turn even if you have already played a Mission during that turn.) Lightning Mission
Too Much Baggage m176 C Permanent (3) Effect: Neither player can send out any Teams to Attack while they have 4 or more cards in their hand. Lightning Mission
Tragic Clan m177 U Target: Every Ninja with 'Sharingan Eye' Effect: Return the target to its original owner's hand. This effect cannot be applied to 'Itachi Uchiha.' Fire Mission
Fratricide m178 R Target: X number of your in-play Ninjas Effect: Move the target to its original owner's Chakra area to draw X number of cards. Fire Mission
Mysterious Small Organization m179 C Effect: Every 'Akatsuki' Ninja in your hand gets -1 Entrance cost during this turn. Fire Mission
Catch-Out m180 ST Counter Target: 1 Mission card being played Effect: Negate and discard the target. Fire Mission
Unexpected Visitor m181 C Counter Target: 1 of your opponent's Ninjas Effect: The target cannot be included in a Team of 2 or more Ninjas during this turn. Water Mission
Huge Difference in Ability m182 R Permanent Effect: Your Ninjas are unaffected by any Jutsu card's used by your opponent's Ninjas of lower rank. Water Mission
Assassination of the Kazekage m183 R Target: 1 'Satoosa' or 'Sannin' or higher Rank Ninja Effect: Return the target to the top of its original owner's Deck. Water Mission
Hex Crystal m184 C Effect: Flip a Ninja Blade coin. If it's heads, you win 1 Battle Reward. If it's tails, your opponent wins 1 Battle Reward. Wind Mission
Coronation Ceremony m185 C Permanent Target: 1 of your Clients Effect: Attach this card to the target to give -1 Entrance cost to every Ninja in your hand. This effect cannot be duplicated. Wind Mission
The Adventures of Princess Gale m186 U Target: 1 of your Clients Effect: The target is also considered to be a Ninja with 'Power: 4/4' during this turn. Remove the target from its Team and move it to its original owner's Village as a Stand-By Ninja when it receives any Damage or at the end of Wind Mission
3 Don'ts for Ninjas m187 C Permanent (2) Effect: Neither player can perform both of the following actions but only one of them per turn: 'Deploy a Ninja' or 'Use a Mission card.' Wind Mission
Unbridgeable Gap m188 C Target: 1 'Permanent (X)' Mission card Effect: Place a Ninja Blade coin on the target. Earth Mission
Recovery of the Village m189 R Permanent (3) Effect: While your opponent has 7 or more Battle Rewards, the Entrance cost of every Ninja in your hand becomes 0. Earth Mission
Festival m190 R Permanent (3) Effect: Both players can use up to 2 Mission cards per turn. Earth Mission
Focus m191 C Effect: During this turn, you can use only up to 1 Jutsu card. If you use a Jutsu card during this turn and its effect is applied successfully, select and move 3 of the cards in your Discard Pile to your Chakra area at the end of the turn. Lightning Mission
Playing Catch m192 U Effect: Your opponent can draw 2 cards. If they choose to draw 2 cards, you also draw 2 cards. If they do not, you draw 1 card. Lightning Mission
Three-Cornered Deadlock m193 R Effect: Each player can search for 1 'Ninja Toad,' 'Snake,' or 'Slug' Ninja in their Deck, show it to the other player, and place it in their hand. Then, shuffle both Decks. Lightning Mission
Fifty-Fifty Chance m194 R Target: 1 injured Ninja Effect: Flip a Ninja Blade coin. If it's heads, heal the target. If it's tails, discard it. Lightning Mission
Request for Taking Office m195 U Permanent Target: 1 of your Ninjas Effect: Attach this card to the target. While this card is attached, the target's Rank is also treated as 'Satoosa'. Fire Mission
Necklace that Invites Death m196 C Target: 1 of your Ninjas Effect: Flip a Ninja Blade coin. If it's heads, place 1 growth coin on the target. If it's tails, move the target to your Chakra area. Fire Mission
The Haze Ninja Trio m197 C Effect: Each player must select 1 of their Chakras, if they have any, and discard it. Fire Mission
Make-Out Bar m198 U Target: Every 'Male' Ninja Effect: The target gets -1/-1 during this turn. Water Mission
Bargaining Chip m199 C Effect: Each player can return 1 of the Ninjas in their Discard Pile to its original owner's hand. This Mission cannot be played if your opponent has no Ninjas in their Discard Pile. Water Mission
Sign of Conspiracy m200 R Permanent (X) Target: 1 'Genin' Ninja Effect: Attach this card to the target. When there are no Ninja Blade coins left on this card, move the target to the opponent's Village. (If you attach this card to your opponent's Ninja, they control this card.) X = Water Mission


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