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Naruto CCG / TCG<br>Collectible Cards<B><BR>MISSION US CARD<br>SPOILER LIST<BR>MUS001 thru MUS111</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
Unexpected Result mUS001 R Permanent (3) Effect: Any Ninjas that are put in play except by deployment are moved to the bottom of their original owner's Deck instead. Lightning Mission
Desperate Forbidden Jutsu mUS002 R Permanent (2) Target: 1 of your Ninjas Effect: Attach this Mission card to the target. The target gets +3/+3. When this card is removed from play, discard the target. Lightning Mission
Late!! mUS003 C Permanent (2) Effect: Any Ninja(s) with both a 'Fire' Symbol and an Entrance cost of 4 or more in your opponent's hand gets +1 Hand cost. This effect cannot be duplicated. Lightning Mission
Hidden Chakra mUS004 R Target: Any number of Ninjas in your Discard Pile Effect: Move the target to your Chakra area. At the end of the turn, discard all the Chakra in both player's Chakra areas. Lightning Mission
Professor mUS005 U Permanent (2) Effect: When your 'Jonin' or higher Rank Ninja(s) becomes the user of a Jutsu card with specific symbol(s) in its Jutsu cost during this turn, 1 of the cost can be paid by 'Fire' symbol instead. Fire Mission
Ambitious Eyes mUS006 U Target: 1 of your Ninjas with 'Sharingan Eye' Effect: If the target wins a Battle Reward during this turn, it becomes an Outstanding Battle Reward instead. Fire Mission
Reliable Allies mUS007 C Target: 1 of your 'Jonin' Ninjas Effect: The target gets +X/+X during the turn. X = the number of the Ninja cards in your Discard Pile. Fire Mission
Split Personality mUS008 C Target: 1 Ninja Effect: Flip a Ninja blade coin; If it's heads, heal the target. If it's tails, place a Growth coin on the target. Water Mission
Orochimaru's Forbidden Jutsu mUS009 SR Target: 1 Ninja in either player's Discard Pile Effect: Discard your in-play Ninjas so that the total Entrance cost of those Ninjas is equal to or more than the target's Entrance cost. Then, put the target in play in your Village if you do not already ha Water Mission
Hidden Jutsu: Immortality Jutsu mUS010 C Permanent (3) Effect: When your in-play 'Orochimaru' or in-play 'Kabuto Yakushi' is discarded, move it to your hand instead. Water Mission
Two Man Squads mUS011 U Counter Permanent (2) Effect: During each player's Organization Phase, they may only organize Teams of 2 Ninjas or less. Water Mission
The Power of Shukaku mUS012 R Effect: Flip a Ninja blade coin; If it's heads, move your Turn Marker up by 1. If it's tails, move your Turn Marker down by 1. Wind Mission
Tsunade's Answer mUS013 R Counter Permanent (3) Effect: At the beginning of your Turn, if your opponent has 1 or more 'Jonin' or higher Rank Ninjas with a 'Water' Symbol or 1 or more 'Permanent' Mission cards in play or both, draw 1 card. Wind Mission
Internal Monster mUS014 U Counter Target: 1 of your opponent's Ninjas Effect: The target must be sent out to Battle during this turn if possible. Wind Mission
Well-Planned Mission mUS015 R Permanent Effect: Draw 1 card at the end of the turn you played 1 or more Mission cards except this card. Wind Mission
Cursed Fate mUS016 U Counter Permanent (3) Target: 1 Ninja Effect: Attach this card to the target. The effect text of the target is negated. (If you attach this card to your opponent's Ninja, they control this card.) Earth Mission
Rescue mUS017 C Permanent (2) Effect: Any Ninja(s) with both a 'Water' Symbol and an Entrance cost of 4 or more in your opponent's hand gets +1 Hand cost. This effect cannot be duplicated. Earth Mission
Skillful Tactics mUS018 U Effect: Both players can look at all the cards in the opponent's hand, select any number of Mission or Jutsu cards among them and send the selected cards to the opponent's Chakra area. (The controller of this card gets to select first) Earth Mission
Attack from the blind spot mUS019 C Permanent (2) Effect: Each of your Ninjas with an Entrance cost of 4 or more cannot be Blocked by your opponent's Ninja(s) with an Entrance cost of 3 or less. Earth Mission
Power of the Youth mUS020 R Permanent (2) Effect: If you only have Ninja(s) with an Entrance cost of 3 or less, you can send out more than 3 Teams to Attack. Earth Mission
Combination mUS021 U Permanent (2) Effect: Every Team with only 2 Ninjas gets +X Team Power. X = the total Entrance cost of both Ninjas in that Team divided by 2 (round down). Lightning Mission
Disappointment mUS022 U Permanent (2) Effect: Every time a Ninja is put in play, put a Ninja Blade coin symbolizing -1/-1 on it. Lightning Mission
Tiny Reinforcer mUS023 C Effect: During this turn, every time you successfully deploy a Ninja, you can put 1 Ninja in your Discard Pile into play that has an Entrance cost of X. X = the Entrance cost of the Ninja you deployed divided by 2 (round down). Fire Mission
Punishment mUS024 U Target: 1 of your opponent's Ninjas Effect: Change the target to injured status. Then, heal the target at the end of the turn. Fire Mission
Pursuit mUS025 R Effect: Designate a Ninja name. Then, look at all the cards in your opponent's hand and move all Ninja cards with the designated name among the cards face down in your Battle Reward area. Water Mission
Anbu Days mUS026 U Permanent (3) Target: 1 Ninja Effect: Attach this card to the target. The target's name is changed to 'Anbu' and it's printed Power becomes 4/2 (Healthy status) and 2/1 (Injured status). (If you attach this card to your opponent's Ninja, they control this Fire Mission
Sudden Eruption mUS027 R Permanent (2) Effect: Every 'Female' Ninja gets +3/+0. Wind Mission
Solitude and Thirst mUS028 R Target: Your 'Gaara of the Desert' Effect: Place X number of Growth coin(s) on the target. X = the number of your opponent's in-play Ninjas - the number of your in-play Ninjas. X cannot be less than 0. Wind Mission
The Sound Ninja Five mUS029 U Effect: Search for 1 'Kimimaro', 'Kidomaru' 'Jirobo' 'Tayuya' or 'Sakon' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Water Mission
Leaf Squad Organized! mUS030 R Effect: Search the top 5 cards of your Deck for 1 each of 'Naruto Uzumaki'+'Genin', 'Neji Hyuga'+'Genin', 'Shikamaru Nara'+'Chunin' or lower Rank, 'Choji Akimichi'+'Genin' and 'Kiba Inuzuka'+'Genin' Ninja cards. Show them to your opponent and put them in Earth/Lightning Mission
Bravado mUS031 C Permanent (3) Effect: Designate a Jutsu card name. When this card is sent to your Chakra area, search your deck for one copy of the designated Jutsu card, show it to your opponent and place it in your hand. Then, shuffle your Deck. Lightning/Wind Mission
The 9th Match mUS032 U Effect: Search for 1 'Gaara of the Desert' +'An Entrance cost of 2 or lower' or 'Rock Lee' Ninja card in your Deck or Discard Pile, show it to your opponent and place it in your hand. Then, shuffle your Deck. Lightning/Wind Mission
Take it again! mUS033 U Permanent (3) Effect: Every time your opponent draws 1 or more cards due to their effect and its effect is applied successfully, that player randomlydiscards the same amount of cards. Wind Mission
Incarnation of The Nine-Tailed Fox Spirit mUS034 U Effect: Discard 9 cards from the top of your Deck. In that case, place this Mission card in your Village as a following Ninja: (Name: 'The Nine Tailed Fox Spirit' / Entrance cost: 9 / Hand cost: 1 / Power: 9/9 (Healthy and Injured status) / Characteristic Lightning Mission
Forbidden Word mUS035 C Effect: Designate a Jutsu or a Mission card name. Then, look at all the cards in your opponent's hand and discard all the cards with the designated name. Earth Mission
Shadow of The Nine-Tailed Fox Spirit mUS036 R Permanent (3) Target: Your 'Naruto Uzumaki' Effect: When the target's Team is Blocked, if the Team Power of the target is lower than the Team Battling against the target, the target gets +2/+0 during the turn. Lightning Mission
Pretty Please! mUS037 C Effect: If your opponent has a 'Irresistible!' Mission card in their Village when you play this card, you can select 1 of the following effects and apply it. (1) Look at all of your opponent's Battle Rewards if there are any, select up to 3 cards among th Earth/Wind Mission
Irresistible! mUS038 C Permanent (3) Effect: When this card is played, this card is moved to your opponent's Village. While in their Village, your opponent controls this card. Earth/Wind Mission
Raid of Akatsuki mUS039 U Effect: Search for 1 'Itachi Uchiha' or 'Kisame Hoshigaki' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Fire/Water Mission
Youthful Appearance mUS040 U Effect: Search for 1 'The First Hokage' or 'The Second Hokage' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Earth/Water Mission
As Equals mUS041 U Effect: Remove all Ninja Blade coins of any kind on every in-play Ninja and Client. Fire/Lightning Mission
Binding Threads of the Revenge mUS042 R Effect: If you have either 'Sasuke Uchiha' or 'Itachi Uchiha' in play, and the other one in your Discard Pile or in your Chakra area, move up to 1 copy of the the one that is currently in your Discard Pile or in your Chakra area to your hand. Fire Mission
Prompt Instruction mUS043 R Effect: You can deploy up to 2 Ninjas this turn. Earth Mission
Temptation mUS044 R Permanent (2) Effect: The effect texts of every 'Male' Ninja are negated. Earth Mission
Wrong Person mUS045 C Target: 1 Mission card with 'Permanent (X)' that is attached to 1 of your in-play Ninjas Effect: Attach the target to 1 of your other in-play Ninjas. Lightning/Wind Mission
Prohibition of Sharingan Eye mUS046 C Permanent (3) Effect: No Ninjas can be the user of Jutsu cards with 'Requirements: Sharingan Eye'. Wind Mission
Announcement of the Pairing mUS047 R Target: 1 of your Teams Effect: Your opponent can organize their Teams. If the target is sent out to Attack this turn, you select your opponent's Blocking Team for the target and send it out if possible. Earth/Wind Mission
Reaction of the Power mUS048 C Effect: Your opponent can organize their Teams. If any Ninja's current Power is higher than its original printed value, that Ninja cannot be sent out to Battle during this turn. Fire Mission
The Power of Hatred mUS049 U Permanent (2) Target: Every injured Ninja Effect: The target gets +2/+1. Fire Mission
Things to Protect mUS050 R Permanent (2) Target: Each of your in-play 'Leaf' Ninjas Effect: While you have 1 or more 'The First Hokage' or 'The Second Hokage' Ninja cards in your Discard Pile, the target gets +1/+1 and +1 Mental Power. Earth/Water Mission
The Light and the Darkness mUS051 U Target: Every in-play 'Naruto Uzumaki' with no Growth coins and 'Gaara of the Desert' with no Growth coins Effect: Place 2 Growth coins on the target. Lightning/Wind Mission
From the Teacher to the pupil mUS052 U Permanent Effect: Each Growth coin on your non-platoon 'Leaf' + 'Genin' Ninja(s) in the same Team as 1 or more 'Leaf' + 'Jonin' is treated as a Growth coin symbolizing +2/+2. Earth/Fire Mission
The Path to Hokage mUS053 R Permanent (2) Target: 1 of your in-play 'Genin' Ninjas Effect: Select 1 Combat Attribute. While this card is in play, the Combat Attribute of the target becomes the same Combat Attribute as you selected. Lightning/Wind Mission
Promotion to Chunin mUS054 U Permanent (2) Target: 1 of your non-platoon 'Chunin' Ninjas Effect: When you are the Attacker, at the beginning of the Battle Phase, you may move the target into any of your Teams. Earth Mission
The Last Bite mUS055 U Permanent Effect: At the end of your turn, if you don't have any cards in your Chakra area, you can select and move 1 card in your Discard Pile to your Chakra area. Earth Mission
Kunoichi vs Kunoichi mUS056 U Permanent (2) Effect: While your Team with only 'Female' Ninja(s) is Battling, the effect texts of any 'Male' Ninja in your opponent's Team Battling against that Team are negated. Additionally, effect texts of any 'Female' Ninjas in that Team cannot be ne Earth Mission
Absolute Obedience mUS057 R Permanent (3) Target: Each of your Ninjas with 'Proctor' Effect: If the target is discarded due to the Showdown, after the Showdown, select and give 1 Damage to 1 Ninja that just Battled against the target's Team during that turn. Earth Mission
The Final Tournament Started! mUS058 R Counter Effect: During this turn, only 'Genin' only Ninjas can be sent out to Battle. Earth Mission
Elimination mUS059 C Permanent (3) Effect: At the end of each player's turn, that player must select and give 1 Damage to 1 of their in-play Ninjas with 'Mental Power' of 0 or less if they have any. Earth/Lightning Mission
Rising Gate mUS060 U Permanent (2) Effect: Cards in a player's Chakra area cannot be discarded by the opponent's effects. Wind Mission
No Talent Whatsoever! mUS061 R Permanent (2) Target: 1 of your opponent's Ninjas Effect: After this card is played, if the target does not become the user of a Jutsu card before this Mission card is sent to your Chakra area by removing the last Ninja Blade coin on it, discard the targe Lightning Mission
I Will Protect You Until I Die mUS062 C Permanent (2) Effect: Each of your Teams gets +1 Team Power and +1 Mental Power while it is Battling as a Blocker. Lightning Mission
Faith Between the Teacher and the Student mUS063 U Effect: If you have either 'Rock Lee' or 'Might Guy' in play, and the other one in your Discard Pile or in your Chakra area, move up to 1 copy of the one that is currently in your Discard Pile or in your Chakra area to your hand. Lightning Mission
Check Book mUS064 C Effect: If you have 6 or more cards in your Chakra area, discard 5 of them and draw 3 cards. Wind Mission
Millionaire mUS065 U Effect: This Mission card can only be played when you have 5 or more cards in your Chakra area. Discard X number of your Chakras. In that case, flip a Ninja Blade X times. Draw 1 card for each heads you got during the flip(s). The maximum value of X is 4. Wind Mission
Blowout mUS066 U Permanent (2) Effect: If 5 or more of your Chakras are discarded on a single occasion, select and move 2 of the cards in your Discard Pile to your hand at the end of the turn. Wind Mission
Separation mUS067 R Permanent (2) Target: 1 of your opponent's Ninjas Effect: Your opponent organizes a Team with only the target. Then, attach this card to the target and place 2 Growth coins on the target. After this card is attached, your opponent controls this card. Whil Wind Mission
Settling the Fight mUS068 C Permanent (3) Effect: Every Team with only 1 Ninja Battling against the opponent's Team with only 1 Ninja skips the Showdown. Wind Mission
Legendary Sitting Duck mUS069 C Permanent (3) Effect: Every time your opponent flips a Ninja Blade coin(s) on a single occasion, each result is considered to be tails. Wind Mission
Important Things mUS070 R Target: 1 of your Ninjas Effect: Discard X number of your Battle Rewards. In that case, place X number of Ninja Blade coin(s) symbolizing 'Mental Power +2' on the target. The maximum number of X is 2. Wind Mission
Ominousness mUS071 C Counter Permanent (3) Effect: At the end of each player's turn, that player flips a Ninja Blade coin. If it's tails, that player must select and give 1 Damage to 1 of their in-play Ninjas if they have any. Fire Mission
Phobia mUS072 U Counter Permanent (3) Target: 1 Ninja Effect: Attach this card to the target. If the target's Team is opposed by a Team with 1 or more injured Ninjas, the target's Team gets -3 Team Power during the turn. (If you attach this card to your opponent's Ninja, Wind Mission
Overlapping Images mUS073 U Target: 1 of your Ninjas Effect: Select 1 Ninja card with an Entrance cost of 4 or less in your Discard Pile. If you don't have a Ninja with the same name as the selected Ninja in play, the target is considered to be the same Ninja during this turn. Lightning Mission
Broke mUS074 C Counter Permanent (2) Effect: Every time your opponent draws 1 or more cards due to their effect and its effect is applied successfully, randomly select and discard the same amount of cards from your opponent's hand. Water Mission
Death mUS075 U Permanent (2) Target: 1 of your opponent's in-play Ninjas Effect: At the end of each of your opponent's turns, If the target was not sent out to Battle during that turn, give 1 Damage to the target. Fire Mission
Putting off the Promise mUS076 C Target: 1 in-play Permanent (X) Mission card Effect: Flip a Ninja Blade coin; If it's heads, place 2 Ninja Blade coins on the target. If it's tails, place 1 Ninja Blade coin on the target. Fire Mission
A Shadow in the Moonlight mUS077 U Effect: Reveal the top 4 cards of your Deck. Then, select 1 Ninja card among the cards, if there is any, show it to your opponent, and place it in your hand. Then, return the rest and shuffle your Deck. Fire Mission
Impatience mUS078 C Target: Every injured Ninja Effect: Your opponent may organize their Teams. The target cannot be sent out to Battle during this turn. Fire Mission
Acquaintance mUS079 C Permanent (1) Effect: Your opponent may organize their Teams when you play this Mission card. Teams with 2 or more different symbols cannot be sent out to Battle. (When a player organizes their Teams, a Ninja with 2 or more symbols is treated as a Ninja w Lightning/Water Mission
Deal Behind the Scenes mUS080 U Effect: Discard 2 cards from your hand. In that case, select and move up to 2 of your opponent's Battle Rewards to your hand. Water/Wind Mission
Wipe Out mUS081 U Target: Every Ninja Effect: Discard every Permanent (X) Mission cards attached to the target. Water Mission
Waiting for the Arrival mUS082 U Permanent (3) Target: 1 Ninja Effect: Attach this card to the target. If the target is discarded while this card is attached, move the target, in Healthy status, to the opponent's Village instead. If that player already has a Ninja(s) with the same name i Water Mission
Rejection mUS083 C Permanent (2) Effect: Ninjas that are being sent out to Battle cannot become Stand-By Ninjas during the Exchange of Jutsu. Wind Mission
Getting Scent of the Hostility mUS084 C Permanent (2) Effect: Positions of Ninjas in any Teams cannot be changed by the opponent's effects. Water/Wind Mission
Stubborn mUS085 U Permanent Effect: Each player can have 2 or more Clients in play in their Village. Water/Wind Mission
Just Like Drifting Clouds mUS086 R Permanent (2) Effect: During your mission phase, you can exchange all the cards in your hand with the same amount of cards from the top of your Deck. In that case, shuffle your Deck and draw 1 card. Fire Mission
Hyuga Way mUS087 C Permanent (3 Effect: Your Ninjas with a 'Byakugan' cannot be affected by the effects of your opponent's Jutsu cards. Earth Mission
Power of the Seven Swordsmen of the Mist mUS088 C Permanent Target: 1 of your 'Jonin' or higher Rank Ninjas Effect: Attach this Mission card to the target. While this Mission card is attached, the target can use Jutsu cards with a 'Requirements: 'Thunderbolt' Combat Attribute'. Water Mission
Time Stands Still mUS089 U Permanent (X Effect: Players cannot move their Turn Marker. Wind Mission
Unexpected Result mUS090 U Effect: Search for 1 'Gamatatsu' or 1 'Gamakichi' Ninja card in your Deck and put it in play. Then, shuffle your Deck. Lightning Mission
Scum Recipe mUS091 C Effect: Search for any number of 'Ichiraku Noodle Shop' Mission cards, show them(it to your opponent, place them(it in your hand. Then, shuffle your Deck. Lightning Mission
Rich Knowledge mUS092 U Effect: Shuffle your Deck, designate a card type for each of the top 2 cards of your Deck and reveal them. If both of them are the same card type you designated, move them to your hand. If not, discard them. Earth Mission
Ghost Panic mUS093 R Permanent (2 Effect: Select 1 Ninja card with a Water symbol in your Discard Pile and put it in play. When this Mission card is removed from play, if that Ninja still remains in play, discard that Ninja. Water Mission
Distinction mUS094 U Effect: Select and reveal 2 of your opponent's Battle Rewards. If they are different card types, discard them. If they are the same card types, your opponent wins 1 Battle Reward. Earth Mission
Shadow of the Nine-Tailed Fox Spirit mUS095 C Permanent Effect: Any 'The Nine-Tailed Fox Spirit' Ninja cards in your hand gets -2 Entrance cost. Additionally, the effect text of any 'The Nine-Tailed Fox Spirit' Ninja cards in your hand is negated. This Mission card cannot be affected by your opponen Lightning Mission
Symbol of the Evil mUS096 C Permanent Effect: Any 'Manda' Ninja cards in your hand gets -2 Entrance cost. Additionally, the effect text of your in-play 'Manda' is negated. This Mission card cannot be affected by your opponent's effects. Water Mission
Organizing Teams mUS097 U Permanent (3 Effect: You can organize your Teams at the beginning of your opponent's Battle Phase. Wind Mission
Deleted Record mUS098 U Effect: Discard the top 3 cards of your opponent's Deck. Fire Mission
Tragedy mUS099 C Effect: Select 1 of your opponent's healthy status Ninjas, if they have any, and change it to injured status. Then, your opponent selects 1 of your healthy status Ninjas, if you have any, and changes it to injured status. Fire Mission
A Vicious Reception mUS100 C Counter Permanent (3 Effect: During your opponent's turn, each of your Teams which have Ninjas with only a 'Water' symbol get +1 Team Power. Water Mission
World of Genjutsu mUS101 U Permanent (2 Effect: Any Ninja without the 'Genjutsu' Combat Attribute cannot be the user of Jutsu cards with a Jutsu cost of 2 or more. (Each specific symbol in the Jutsu cost also counts as 1. Fire/Wind Mission
Toe to Toe mUS102 U Permanent (3 Effect: Effect texts of Ninjas cannot be negated. Fire/Lightning Mission
Blown in the Wind mUS103 C Effect: Select 1 of the Permanent Mission cards in your Discard Pile or your Chakra area and move it to your hand. Wind Mission
Burnished Blades mUS104 U Permanent (3 Effect: Each of your Ninjas with a 'Weapon' Combat Attribute gets +1/+1. Earth/Water Mission
Deep Ambition mUS105 U Permanent (3 Effect: Every in-play 'Leaf' Ninjas gets -1/-1. Fire/Water Mission
Repose of the Warriors mUS106 C Permanent (2 Effect: Teams with 2 or more 'Genin' only Ninjas cannot be sent out to Battle. Fire Mission
Symbol of the Rogue Ninja mUS107 R Effect: Search for 1 'Rogue' Ninja card in your Deck and put it in play. Then, shuffle your Deck. Fire/Water Mission
I'm Coming to You mUS108 C Target: 1 Ninja Effect: If the target is sent out to Attack this turn, you can select 1 of your opponent's Ninjas. In that case, if the target is Blocked, it can only be Blocked by the selected Ninja's Team. Lightning Mission
Curse Sealing mUS109 U Permanent (3 Target: 1 Ninja or 1 Permanent Mission card Effect: Attach this Mission card to the target. While this Mission card is attached, the effect text of the target is negated. (If you attach this card to your opponent's card, they control this car Fire Mission
Weight Training mUS110 C Permanent (2 Target: 1 Ninja Effect: Place a -3/-3 coin on the target. When this Mission card is removed from play, that -3/-3 coin is changed to +3/+3 coin. (If you attach this card to your opponent's card, they control this card. Lightning Mission
The Squad 7 mUS111 U Permanent (3 Effect: During your Mission Phase, you can change 1 of your healthy Ninjas to injured status. In that case, heal 1 of your injured Ninjas. Fire/Water Mission


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