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Naruto CCG / TCG<br>Collectible Card Game<B><BR>NINJA CARD<br>SPOILER LIST<BR>N001 thru N200</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
Naruto Uzumaki n001 C None Lightning Ninja
Sasuke Uchiha n002 U None Fire Ninja
Sakura Haruno n003 U None Wind Ninja
Ino Yamanaka n004 C (Love's Rival) When this Ninja is Battling against your opponent's 'Female' Ninja, this Ninja gets +1/+1 during the turn. Earth Ninja
Shikamaru Nara n005 C (Lazy Bum) Valid: This Ninja cannot be sent out to Battle by itself. Earth Ninja
Choji Akimichi n006 C (Chubby) When this Ninja is sent out to Attack, it gets +1/+0 during the turn. Earth Ninja
Konohamaru n007 C (Hokage's Grandson) Valid: All the Ninjas in your hand which are 'Jonin' or higher Rank get -1 Entrance cost. Lightning Ninja
Iruka Umino n008 C (Devoted to Pupil) Valid: When the Head Ninja of this Ninja's Team is 'Genin' and is sent out to Battle, this Ninja gets +0/+1 during the turn. Lightning Ninja
Mizuki n009 C None Wind Ninja
Ebisu n010 C None Wind Ninja
Kakashi Hatake n011 U None Fire Ninja
Asuma Sarutobi n012 C (Optimist) When you have more Battle Rewards than your opponent, a Team which includes this Ninja cannot be sent out to Battle. Earth Ninja
The Third Hokage n013 U (Village Governor) At the beginning of your turn, you may discard 1 card in your Chakra area to heal 1 of your injured Ninjas. Fire Ninja
The Demon Brothers Gouzu n014 C None Water Ninja
The Demon Brothers Meizu n015 C ?? Water Ninja
Haku n016 ST None Water Ninja
Haku n017 U None Water Ninja
Zabuza Momochi n018 C None Water Ninja
Naruto Uzumaki n019 SR (Imposter!) Valid: When this Ninja receives any Damage, flip a Ninja Blade coin; if it's heads, reduce the Damage by 1. Lightning Ninja
Sasuke Uchiha n020 SR (Individual Play) This Ninja cannot be sent out to Battle in the same Team as 'Genin' or lower Rank Ninjas. Fire Ninja
Sakura Haruno n021 SR (Love Conquers Ninjutsu) When this Ninja is sent out to Battle in the same Team as a Ninja with both 'Genin' and 'Male', this Ninja gets +0/+1 during the turn. Wind Ninja
Iruka Umino n022 R (Scapegoat) Valid: When the Head Ninja of this Ninja's Team receives any Damage, you can reduce the Damage by 1.Then, Give 1 Damage to this Ninja. Lightning Ninja
Kakashi Hatake n023 R (Copy Ninja) When your opponent's Ninja Battling against this Ninja gets additional Combat by the effects of Jutsu cards, this Ninja also receives the same amount of additional Combat during this turn. Fire Ninja
Zabuza Momochi n024 R (Demon of Cloud Village) When this Ninja is the Head Ninja, discard all Ninjas that received Damage from this Ninja's Team. Water Ninja
Naruto Uzumaki n025 C (Nine-Tailed Chakra) Valid: When this Ninja is in injured status and is sent out to Battle by itself, it gets +X/+0 during the turn. X = the number of cards in your hand. Lightning Ninja
Naruto Uzumaki n025 C (Foil) (Nine-Tailed Chakra) Valid: When this Ninja is in injured status and is sent out to Battle by itself, it gets +X/+0 during the turn. X = the number of cards in your hand. Lightning Ninja
Sasuke Uchiha n026 C (Open Your Eyes!) This Ninja cannot be the target of your opponent's Jutsu cards which require 2 or less Jutsu costs (specific symbols are counted as 1 as well). Fire Ninja
Sasuke Uchiha n026 C (Foil) (Open Your Eyes!) This Ninja cannot be the target of your opponent's Jutsu cards which require 2 or less Jutsu costs (specific symbols are counted as 1 as well). Fire Ninja
Sakura Haruno n027 C (Ability for Adjustment) When this Ninja is sent out to Battle while you have 1 or less cards in your Chakra area, you can send 1 card from the top of your Deck to your Chakra area. Wind Ninja
Kiba Inuzuka n028 C (Combination) Valid: When this Ninja is sent out to Battle with an 'Animal' Ninja in the same Team, this Ninja gets +1/+1 during the turn. Fire Ninja
Shino Aburame n029 C None Wind Ninja
Hinata Hyuga n030 U (Gentle Heart) At the beginning of your turn, you may discard 3 cards in your Chakra area. Then, heal 1 of your injured 'Genin' Ninjas. Earth Ninja
Rock Lee n031 C (No Talent) Valid: This Ninja cannot be the user of a Jutsu card that requires specific symbols in its Jutsu cost. Lightning Ninja
Tenten n032 C None Earth Ninja
Neji Hyuga n033 C None Earth Ninja
Konohamaru n034 C (Konohamaru Corps Formed!) Valid: When this Ninja's Team wins a Victory or Outstanding Victory in Battle, draw 1 card. Lightning Ninja
Kaede Ureshino n035 C (Relocation) Valid: When this Ninja is put in play, draw 1 card. When this Ninja is removed from your Village or Battlefield (except when sending out or returning Teams), discard 1 of the cards in your hand. Wind Ninja
Akamaru n036 C (Partner) Valid: When you have 'Kiba Inuzuka' in play, this Ninja is not included in the '1 Ninja card per turn' restriction. This Ninja cannot be sent out to Battle by itself. Fire Ninja
Kakashi Hatake n037 U (Confidence in Subordinates) All Ninjas with both 'Leaf' and 'Genin' in this Ninja's Team get +0/+1 during the turn they are sent out to Battle . Fire Ninja
Kurenai Yuhi n038 U None Wind Ninja
Might Guy n039 U (Fervent Words) When the Head Ninja of this Ninja's Team is a 'Genin' with a 'Taijutsu' Combat Attribute, this Ninja gets +0/+4 during the turn. Lightning Ninja
Zabuza Momochi n040 U (Zero Visibility Thick Fog) When this Ninja is in Battle, all Ninjas in this Ninja's Team and all Ninjas Battling against the Team get -1/-1. Ninjas with a 'Mist' Combat Attribute can negate this effect. Water Ninja
Rock Lee n041 R (Genius of Efforts) When this Ninja is sent out to Battle as a Head Ninja, put a Ninja Blade coin symbolizing +1/+0 on it at the end of the turn. Lightning Ninja
Neji Hyuga n042 ST (Formidable Gift) You may place 1 Ninja Blade coin (symbolizing a 'Tenketsu coin') on each Ninja that received Damage from this Ninja's Team. Valid: Ninjas with a 'Tenketsu coin' cannot be healed. Earth Ninja
Haku n043 SR (Kekkei Genkai:Bloodline Trait) Valid: Jutsu cards used by this Ninja cannot be negated. Water Ninja
The Third Hokage n044 SR (Beginning of the Chunin Exam) When this Ninja is put in play, both players must discard in-play Ninjas until each player's total number of 'Genin' and no Rank Ninjas is 3 or less. Fire Ninja
Kabuto Yakushi n045 R (Information Collection) When this Ninja is put in play, look at the top card of your Deck and return it to the top or bottom of your Deck. Water Ninja
Naruto Uzumaki n046 C (Misplaced Anger) Valid: While there are no cards in your hand, this Ninja's Team and a Team Battling against this Ninja cannot perform a Mental Power Battle. Lightning Ninja
Sasuke Uchiha n047 U (No. 1 Rookie) If the Blocker has 2 or more Teams, the Blocker must block this Ninja's Team, if possible. Fire Ninja
Sakura Haruno n048 C None Wind Ninja
Izumo Kamizuki n049 C None Lightning Ninja
Kotetsu Hagane n050 C None Fire Ninja
Tonbo Tobitake n051 C None Earth Ninja
Ibiki Morino n052 R (First Proctor) While this Ninja is Battling against your opponent as the Attacker, this Ninja's Team and the opponent's Team perform a Mental Power Battle. Earth Ninja
Tortoise Ninja n053 C (Master?) When this Ninja is put in play, you can move 1 Jutsu card with 'Requirements: 'Taijutsu' Combat Attribute' from your Chakra area to your hand. Lightning Ninja
Crow n054 U (Puppet) Valid: This Ninja cannot be sent out in a Team without a Ninja with a 'Manipulation' Combat Attribute. Earth Ninja
Dosu Kinuta n055 R (Sonic Impact) When this Ninja is the Head Ninja, your opponent's Head Ninja that just Battled against this Ninja receives 1 Damage after the Showdown. Water Ninja
Zaku Abumi n056 U (Wind Pressure) When your opponent's Ninja with a 'Weapon' Combat Attribute is Battling against this Ninja, it gets -1/-1 during this turn. Water Ninja
Kin Tsuchi n057 C None Water Ninja
Gaara of the Desert n058 SR (Auto Guard) Valid: If this Ninja receives Damage, reduce the Damage by 1. Then, discard 1 of your in-play Ninjas (except this Ninja). Wind Ninja
Kankuro n059 R (Puppet Master) Valid: 1 'Puppet' Ninja in this Ninja's Team is not inclded in the 3 Ninjas per Team limit. Wind Ninja
Temari n060 R (Violent Temper) Each time 1 of your opponent's Ninjas is injured by a Jutsu card used by any NInja in this Ninja's Team including this Ninja or by the effect of any Ninja in this Ninja's Team, your opponent must select 1 of the cards in their hand and Wind Ninja
Naruto Uzumaki n061 R (Strength in a Crisis) Valid: If this Ninja is blocked when it Attacks, it gets +2/+0 during this turn. Lightning Ninja
Sasuke Uchiha n062 R (Analysis of Competence) Valid: When this Ninja is Battling against a Team of only 'Genin' Ninjas, it gets +1/+0 during this turn. When this Ninja is Battling against a Team which includes 'Jonin' or higher Rank Ninjas, it gets -1/+0 during this turn. Fire Ninja
Iruka Umino n063 R (Reward) When this Ninja is put in play, you can heal 1 of your injured Ninjas. Lightning Ninja
Kakashi Hatake n064 SR (Early Settlement) Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, you win 1 Battle Reward. When it is Defeated or Completely Defeated, your opponent wins 1 Battle Reward. Fire Ninja
Moegi n065 C (Class Paper) When this Ninja is put in play, show the top card of your Deck to your opponent. If it is a Ninja, place it in your hand. Wind Ninja
Udon n066 C (Feature Article) When this Ninja is put in play, show the top card of your Deck to your opponent. If it is a Jutsu card, place it in your hand. Earth Ninja
Naruto Uzumaki n067 U (Fragment of Power) This Ninja can be treated as Chakra with 2 'Lightning' symbols when placed in your Chakra area. Lightning Ninja
Sasuke Uchiha n068 R (Power of The Curse Mark) During the Exchange of Jutsu, you can move 1 of your Battle Rewards to its original owner's Chakra area. Then, this Ninja gets +2/+0 during this turn. Fire Ninja
Sakura Haruno n069 U (Determination) You can injure this Ninja during the Exchange of Jutsu to give it +2/+2 during this turn. Wind Ninja
Ino Yamanaka n070 U (Formation!) Valid: This Ninja gets +1/+1 while 'Shikamaru Nara' and 'Choji Akimichi' are in this Ninja's Team. Earth Ninja
Shikamaru Nara n071 U (Formation!) Valid: This Ninja gets +0/+2 while 'Ino Yamanaka' and 'Choji Akimichi' are in this Ninja's Team. Earth Ninja
Choji Akimichi n072 U (Formation!) Valid: This Ninja gets +2/+0 while 'Ino Yamanaka' and 'Shikamaru Nara' are in this Ninja's Team. Earth Ninja
Iwashi Tatami n073 C (Report) Every time your opponent gets a Battle Reward, you can see the Battle Reward before it is placed in their Battle Reward area. Lightning Ninja
Mozuku n074 C (Discovery) When this Ninja is put in play, move 1 of your cards in your Discard Pile to your Chakra area. Fire Ninja
Giant Snake n075 U (Monstrosity) Valid: This Ninja cannot be the user of a Jutsu card. Valid: When this Ninja is discarded after being in play, it is sent to the bottom of your Deck instead of the Discard Pile. Water Ninja
Shigure n076 C None Water Ninja
Baiu n077 C None Water Ninja
Midare n078 C None Water Ninja
Oboro n079 C (Triune Shadow) When this Ninja is the Head Ninja, the Back Ninjas of its Team cannot receive any Damage in the Showdown. Wind Ninja
Kagari n080 C (Endless Genjutsu) When this Ninja is a Back Ninja and the Head Ninja of its Team receives 2 Damage in the Showdown, reduce the Damage by 1. Wind Ninja
Mubi n081 C (Endless Genjutsu) When this Ninja is a Back Ninja and the Head Ninja of its Team receives 2 Damage in the Showdown, reduce the Damage by 1. Wind Ninja
Anbu n082 SR (Faceless Expert) Valid: This Ninja can be put in play even if there is a Ninja with the same name in your Village. Fire Ninja
Anko Mitarashi n083 SR (Forbidden Jutsu) When this Ninja becomes the user of a Jutsu card, 'Water' symbols of the Jutsu cost can be paid by 'Lightning' symbols instead. Lightning Ninja
Orochimaru n084 SR (Reconnaissance) Valid: Move this Ninja to the bottom of your Deck at the beginning of your turn. This effect cannot be negated. Water Ninja
Naruto Uzumaki n085 SR (Fast Growth) When this Ninja is put in play by the effect of 'Growth,' place an additional growth coin on top. Lightning Ninja
Sasuke Uchiha n086 R (Flowering of Ability) Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, select 1 of the characteristics of an in-play Ninja. This Ninja gets that selected characteristic during the turn. Fire Ninja
Sakura Haruno n087 R (Kunoichi Pride) Valid: While this Ninja is Battling against a 'Female' Ninja, you can charge 1 Chakra to draw 1 card. Wind Ninja
Ino Yamanaka n088 ST (Acting) You can negate 1 Jutsu card being used by this Ninja and return it to your hand. Then, move 1 of the cards in your Discard Pile to your Chakra area. Earth Ninja
Shikamaru Nara n089 ST (Smarty pants) Valid: The value of this Ninja's 'Mental Power' is considered to be the same as the number of cards in your hand, +1. Earth Ninja
Choji Akimichi n090 ST (Human Sphere) Valid: This Ninja's Power cannot be changed by the effect of your opponent's Jutsu cards. Earth Ninja
Kiba Inuzuka n091 ST (Ninja Art of Beast Mimicry) When this Ninja is sent out to Battle and opposed, look at the cards in your opponent's hand. Fire Ninja
Shino Aburame n092 C (True Ace in the Hole) When this Ninja is put in play by the effect of 'Growth,' you can draw the bottom card from your Deck. Wind Ninja
Hinata Hyuga n093 ST (My Nindo) Valid: If this Ninja is in injured status and receives Damage, flip a Ninja Blade coin. If it's heads, negate the Damage. Earth Ninja
Rock Lee n094 R (Releasing the Gates) Valid: During the Exchange of Jutsu, you can discard X number of your Chakras. In that case, Ninja gets +X/+0 during the turn. Additionally, discard this Ninja at the end of the turn. Lightning Ninja
Neji Hyuga n095 U (Attack on Chakra Point) Valid: The Head Ninja Battling against this Ninja cannot be the user of Jutsu cards. Earth Ninja
Tenten n096 C (Never Missing the Target) This Ninja can use the 'Kunai' Jutsu card without paying its Jutsu cost. Earth Ninja
Suzume n097 U (Kunoichi Education) While this Ninja is Battling as a Blocker, this Ninja's Team and the Team Battling against it perform a Mental Power Battle. Wind Ninja
Iyashi n098 C (Medical Ninjutsu) Valid: When this Ninja is sent out to Attack, you can heal 1 of your Ninjas at the end of the turn. Wind Ninja
Raido Namiashi n099 ST None Fire Ninja
Hayate Gekko n100 R (Judgment) When another Ninja in this Ninja's Team is discarded as the result of the Showdown, send it to either the top or bottom of its original owner's Deck. Fire Ninja
Jiraiya n101 SR (Pervy Sage) While this Ninja is in your hand and your opponent's Village has a 'Female' Ninja that is not 'Genin,' this Ninja gets -1 Entrance cost. Lightning Ninja
Gama n102 U (Heteromorphy) Valid: This Ninja cannot be the user of Jutsu cards. Valid: If this Ninja is discarded after being in play, move it to the bottom of your Deck. Lightning Ninja
Dosu Kinuta n103 C (Sound Conduction) Valid: The Damage inflicted by this Ninja's Team at the Showdown cannot be reduced. Water Ninja
Zaku Abumi n104 C (Secret Weapon) Valid: If you have no cards in your hand when this Ninja is sent out to Battle, draw 1 card. Water Ninja
Kin Tsuchi n105 U (Hypnotic Sound) When you get a Ninja Blade coin flip effect by the effect of your own Jutsu card, draw 1 card. This effect can only be applied once per Ninja Blade coin flip effect. Water Ninja
Yoroi Akado n106 U (Chakra Absorption) When this Ninja is sent out to Attack, you can discard 1 of your opponent's Chakras. Water Ninja
Misumi Tsurugi n107 R (Elasticity) Valid: During the Exchange of Jutsu, discard 1 of your Chakras to give this Ninja -1/+1 during the turn. This effect can be used up to twice per turn. Water Ninja
Kabuto Yakushi n108 R (Withdrawal) Valid: During your Mission Phase, you can move this Ninja to the top of the original owner's Deck. In that case, move 1 in-play 'Permanent' Mission card to its original owner's Chakra area. Water Ninja
Kakashi Hatake n109 R (Late Arrival) Valid: This Ninja can neither be included in any Teams nor be sent out to Battle during the turn it is put in play. Fire Ninja
Might Guy n110 R (Passionate Teacher) Valid: This Ninja can use Jutsu cards with 'Requirements: Rock Lee.' Lightning Ninja
Akamaru n111 ST (Ninja Art of Beast Mimicry) Valid: When this Ninja is in the same Team as 'Kiba Inuzuka' and is sent out to Attack, discard the top card of your opponent's Deck. Fire Ninja
Gaara of the Desert n112 SR (Overflowing Madness) When this Ninja's Team wins a Battle Reward or an Outstanding Battle reward, you can give 1 Damage to 1 of the other Ninjas in this Ninja's Team to win 1 additional Battle Reward. Wind Ninja
Kankuro n113 R (Audacious Grin) Valid: All 'Puppet' Ninjas in this Ninja's Team gets +1/+1. Wind Ninja
Temari n114 U (Wind Charmer) In addition to paying the Jutsu cost, your opponent must discard 1 Chakra to make any Ninja(s) in this Ninja's Team the target of a Jutsu card.' Wind Ninja
Naruto Uzumaki n115 U (Self-Sacrificing Attack) If this Ninja's Team is Defeated, Completely Defeated, or draws, give 1 Damage to the Head Ninja that just Battled against this Ninja. Lightning Ninja
Sasuke Uchiha n116 U (Fire Style!) Valid: When this Ninja becomes the user of a Jutsu card with a 'Fire' symbol, it gets +1/+1 during the turn. Fire Ninja
Gaara of the Desert n117 ST (Sand Barrier) Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas. Wind Ninja
Naruto Uzumaki n118 U (Last Minute Success) Valid: While this Ninja is in injured status, it's Combat Attribute becomes 'Oil.' Lightning Ninja
Sasuke Uchiha n119 U (Windmill of Shadows) Valid: If your opponent's Ninja uses a Jutsu card to negate a Jutsu card used by this Ninja, they must discard 2 Chakras in addition to paying their card's Jutsu cost. Fire Ninja
Sakura Haruno n120 U (A Sympathy Visit) When this Ninja is put in play, you can move the same number of cards in your Discard pile as your in-play injured Ninjas to the top of your Deck. Then, shuffle your Deck. Wind Ninja
Ebisu n121 R (Repeated Defeat) When this Ninja is put in play, draw 1 card. Valid: While your opponent has a 'Satoosa' or higher Rank Ninja in play, you cannot win any Battle Rewards even if this Nina's Team wins a Battle Reward or an Outstanding Battle Reward. Wind Ninja
Hayate Gekko n122 R (Detecting a Plan) During your opponent's Mission Phase, you can negate and discard 1 of the Mission cards being played. In that case, discard this Ninja at the end of the turn. Fire Ninja
Kakashi Hatake n123 R (Energizing the Brain) When this Ninja is put in play, flip a Ninja Blade coin. If it's heads, place a growth coin on this Ninja. Fire Ninja
Asuma Sarutobi n124 U (Barbecue) Valid: Draw 1 card for each of your Teams with only 'Genin' Ninja(s) that are sent out to Attack and are Defeated, Completely Defeated or Draw. Earth Ninja
Hanabi Hyuga n125 C (Daughter of the Main Branch) Valid: Any Ninja(s) with 'Byakugan' in your hand gets -1 Entrance cost. Earth Ninja
Hiashi Hyuga n126 R (Secret Mark) Valid: You can discard 1 of your Chakras during your Mission Phase to make the Power of 1 of your opponent's Ninjas with 'Byakugan' 0/0 during the turn. This effect cannot be used against 'Main Branch' Ninjas. Earth Ninja
Jiraiya n127 SR (Releasing the Seal) At the beginning of your turn, you can discard 1 of the cards in your hand to place 1 growth coin on a Ninja with 'Growth' if it does not already have one. Lightning Ninja
Gamabunta n128 SR (Most Powerful Giant Toad) This Ninja cannot be deployed without using the Jutsu card 'Summoning Jutsu'. Valid: This Ninja can only be sent out to Battle with other Ninjas who also have the 'Oil' Combat Attribute in the same Team. Lightning Ninja
The Fourth Hokage n129 SR (Hero of the Village) Valid: At the beginning of your turn, you can give 1 Damage to this Ninja. In that case, heal all of your injured Ninjas except this Ninja. Lightning Ninja
Baki n130 R (Cleaning Up) If this Ninja is sent out to Attack, it gets the following effect during the turn: “Valid: At the end of the turn, if this Ninja is in your Village, your opponent discards 1 of their in-play Ninjas.” Wind Ninja
Shibuki n131 C (Coward) Valid: This Ninja cannot be sent out to Attack. Water Ninja
Suien n132 U (Easy Power) You can discard 1 of your Chakras. In that case, this Ninja gets +2/+2 during the turn. Additonally, at the end of the turn, place a Ninja Blade coin symbolizing -1/-1 on this Ninja . Water Ninja
Murasame n133 U (Special Wire) If this Ninja's Team wins a Victory or an Outstanding Victory, place a Ninja Blade coin symbolizing -1/-1 on 1 Ninja that just Battled against this Ninja. Water Ninja
Kirisame n134 U (Shrewd Man) While this Ninja is Battling against your opponent's Team that has 4 or less Team Power, it gets +1/+1 during the turn. Water Ninja
Hisame n135 C (Smartest Ninja in the Hidden Rain Village) If this Ninja is the Head Ninja and this Ninja's Team is Completely Defeated, you can select 1 of your Stand-By Ninjas and discard it to negate the Damage to this Ninja. Water Ninja
Naruto Uzumaki n136 U ( Control of Power) Valid: During the Exchange of Jutsu, you can discard the top 2 cards of your Deck to give this Ninja +1/+0 during this turn. This effect can be used up to 3 times per turn. Lightning Ninja
Sasuke Uchiha n137 U (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. Fire Ninja
Shikamaru Nara n138 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. Earth Ninja
Rock Lee n139 C (Serious Injuries) This Ninja is put in play in injured status. When this Ninja is put in play, draw 1 card. Lightning Ninja
Neji Hyuga n140 U (Another Method for Absolute Protection) While this Ninja is Battling against your opponent's Team of only Ninjas with an Entrance cost of 2 or less, this Ninja cannot receive any Damage. Earth Ninja
Hizashi Hyuga n141 C (Why He Chose Death) You can discard this Ninja during your opponent's turn to prevent them from winning any Battle Rewards during the turn. Earth Ninja
Izumo Kamizuki n142 C (Spectator) While this Ninja is a Stand-By Ninja, you can discard the top card of your Deck to give +1/+0 to 1 of your Battling Ninjas. Lightning Ninja
Kotetsu Hagane n143 C (Spectator) While this Ninja is a Stand-By Ninja, you can discard the top card of your Deck to give +1/+0 to 1 of your Battling Ninjas. Fire Ninja
Genma Shiranui n144 R (Proctor for the Official Exam) At the beginning of your turn, if you have no Clients in your Village, you can search for 1 Client in your Deck and deploy it. Then, shuffle your Deck. Fire Ninja
Gaara of the Desert n145 SR (Analytical Mind) While this Ninja is sent out to Battle and opposed, it gets +0/+X during the turn. X = the value of this Ninja's Mental Power. Wind Ninja
Temari n146 R (Analytical Mind) When this Ninja is sent out to Battle and opposed, it gets +0/+X during the turn. X = the value of this Ninja's Mental Power. Wind Ninja
Kazekage n147 R (Request for a Delay) Valid: During your opponent's Mission Phase, you can discard this Ninja to skip the Battle Phase of the turn. Wind Ninja
Kidomaru n148 R (Impenetrable Barrier) You can organize a Team of 4 Ninjas with other 'The Four Sound Ninja' Ninjas including this Ninja. While this Ninja is sent out to Attack in this Team, none of your Ninjas can be the target of your opponent's Jutsu cards. Water Ninja
Jirobo n149 R (Impenetrable Barrier) You can organize a Team of 5 Ninjas with other 'The Four Sound Ninja' Ninjas including this Ninja. While this Ninja is sent out to Attack in this Team, none of your Ninjas can be the target of your opponent's Jutsu cards. Water Ninja
Sakon n150 R (Impenetrable Barrier) You can organize a Team of 6 Ninjas with other 'The Four Sound Ninja' Ninjas including this Ninja. While this Ninja is sent out to Attack in this Team, none of your Ninjas can be the target of your opponent's Jutsu cards. Water Ninja
Tayuya n151 R (Impenetrable Barrier) You can organize a Team of 7 Ninjas with other 'The Four Sound Ninja' Ninjas including this Ninja. While this Ninja is sent out to Attack in this Team, none of your Ninjas can be the target of your opponent's Jutsu cards. Water Ninja
Kabuto Yakushi n152 SR (Covert Operative) Valid: This Ninja cannot be the target of your opponent's Jutsu cards. Water Ninja
The Nine-Tailed Fox Spirit n153 SR (Old Disaster) When this Ninja is put in play, your opponent wins 2 Battle Rewards. Lightning Ninja
Naruto Uzumaki n154 C (Naruto's Ninja Technique Journal) This Ninja can be deployed even when you already have 'Naruto Uzumaki' in your Village. In that case, this Ninja is deployed in injured status and sent to your Chakra area at the end of the turn. Lightning Ninja
Sasuke Uchiha n155 C (Beyond the Limits) This Ninja can use the 'Chidori' Jutsu card without paying its Jutsu cost. Fire Ninja
Shino Aburame n156 U (Original Opponent) When this Ninja is sent out to Attack by itself, select 1 of your opponent's Teams. This Ninja's Team can only be blocked by the selected Team. Wind Ninja
Aoba Yamashiro n157 C None Lightning Ninja
Asuma Sarutobi n158 U (Instant Elimination) When this Ninja is put in play, discard every in-play 'Sound' Ninja with an Entrance cost of 2 or less. Earth Ninja
Gen Aburame n159 U (Detoxification) Valid: At the beginning of your turn, you can remove a Ninja Blade coin (symbolizing a Poison coin) from 1 of your Ninjas. Wind Ninja
Inoichi Yamanaka n160 R (Reunion of the Trio) Valid: This Ninja gets +1/+1 when it is in the same Team as a 'Jonin' Ninja with a 'Shadow' Combat Attribute and another 'Jonin' Ninja with a 'Food' Combat Attribute. Earth Ninja
Shikaku Nara n161 R (Reunion of the Trio) Valid: This Ninja gets +1/+1 when it is in the same Team as a 'Jonin' Ninja with a 'Mind' Combat Attribute and another 'Jonin' Ninja with a 'Food' Combat Attribute. Earth Ninja
Choza Akimichi n162 R (Reunion of the Trio) Valid: This Ninja gets +1/+1 when it is in the same Team as a 'Jonin' Ninja with a 'Mind' Combat Attribute and another 'Jonin' Ninja with a 'Shadow' Combat Attribute. Earth Ninja
The Third Hokage n163 SR (Addressing Past Wrongs) You can move 1 Ninja Battling against this Ninja to the bottom of its original owner's Deck. In that case, discard this Ninja. Fire Ninja
Monkey King Enma n164 SR (Kongo Nyoi Staff) Valid: This Ninja can only be sent out to Battle when you have 'The Third Hokage' in play. Fire Ninja
Pakkun n165 C (Ninja Dog's Sense of Smell) When this Ninja is sent out to Attack and is not Blocked, you can select 1 of your Battling Teams. In that case, place the Ninja(s) in this Ninja's Team in the selected Battling Team as a Back Ninja(s). Lightning Ninja
Orochimaru n166 SR (Eternal Youth and Life) When this Ninja is discarded after being in play, you can discard 1 of your in-play Ninjas to return this Ninja to its original owner's hand. Water Ninja
The First Hokage n167 R (The Hokage Level) Valid: When this Ninja becomes the user of a Jutsu card with the 'Earth' symbol, reduce 1 'Earth' in its Jutsu cost if there is one. Water Ninja
The Second Hokage n168 R (The Hokage Level) Valid: When this Ninja becomes the user of a Jutsu card with the 'Water' symbol, reduce 1 'Water' in its Jutsu cost if there is one. Water Ninja
Kazekage n169 R (Masterpiece) At the end of your opponent's turn, you can discard 1 card from your hand to return 1 'Sand' Ninja in your Discard Pile to the top of its original owner's Deck. Wind Ninja
Kankuro n170 C (First-Class Puppet Master) Valid: You can remove a Ninja Blade coin symbolizing +1/+1 from a 'Puppet' Ninja in the same Team as this Ninja. In that case, give 1 Damage to 1 Ninja Battling against this Ninja. Wind Ninja
Crow n171 U (Tactical Puppet) Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a 'Manipulation' Combat Attribute. When this Ninja is put in play, place a Ninja Blade coin symbolizing +1/+1 on it. Wind Ninja
Kakashi Hatake & Might Guy n172 SR (The Most Powerful Pair of the Leaf Village) Valid: When this Ninja is sent out to Block, it gets +1/+1 during the turn. Fire/Lightning Ninja
Naruto Uzumaki n173 U Valid: When this Ninja is sent out to Battle and opposed by your opponent's Ninja with a 'Water' or 'Wind' Symbol, you can search for 1 'Summoning Jutsu' Jutsu card in the top 5 cards of your Deck, show it to your opponent and pla Lightning Ninja
Sasuke Uchiha n174 U (AVENGER) Valid: If your opponent wins any Battle Reward(s) while this Ninja is in injured status, you can heal this Ninja. Fire Ninja
Gamakichi n175 C (TOAD FAMILY) Valid: This Ninja cannot be the user of any Jutsu card. Valid: Any 'Ninja Toad' Ninja(s) in your hand gets -1 Entrance cost. Lightning Ninja
Gamabunta n176 SR (HONOR IN THE GANG WORLD) This Ninja cannot be put in play unless you have 1 or more Ninjas with the 'Oil' Combat Attribute in play. Valid: This Ninja cannot be removed from play by your opponent's effects. Lightning Ninja
Shukaku n177 SR (PERFECT POSSESSION) This Ninja can only be put in play by the effect of 'Gaara of the Desert (Possessed Mode)'. Valid: This Ninja cannot be removed from play by your opponent's effects. Wind Ninja
Gaara of the Desert n178 C (ALONE) Valid: This Ninja can only be in a Team with 'Sand' Ninja(s). Wind Ninja
Gaara of the Desert (Possessed Mode) n179 R (POSSESSED MODE) This Ninja cannot be put in play without using the 'Sand Cocoon' Jutsu card. Valid: You can send this Ninja to your Chakra area during your Mission Phase. In that case, put in play a 'Shukaku' from your hand to your Village. Wind Ninja
Yashamaru n180 C (SISTER'S MEMENTO) Valid: When your 'Gaara of the Desert' receives any Damage, you can reduce that Damage by 1. In that case, give 1 Damage to this Ninja. Wind Ninja
Nadare Roga n181 U (POWER OF THE ARMOR) When this Ninja is sent out to Battle, you can select and discard 1 of your Chakras with a 'Water' symbol. In that case, this Ninja gets +1/+1 during the turn. Water Ninja
Mizore Fuyukuma n182 U (POWER OF THE ARMOR) When this Ninja is sent out to Battle, you can select and discard 1 of your Chakras with a 'Water' symbol. In that case, this Ninja gets +1/+0 during the turn. Water Ninja
Fubuki Kakuyoku n183 U (POWER OF THE ARMOR) When this Ninja is sent out to Battle, you can select and discard 1 of your Chakras with a 'Water' symbol. In that case, this Ninja gets +0/+1 during the turn. Water Ninja
Dotou Kazahana n184 U (LATEST TECHNIQUE ARMOR) While a 'Chakra Armor' Mission card is attached to this Ninja, this Ninja gets +4/+4. Water Ninja
Kakashi Hatake n185 C (THE PAST IN 10 YEARS AGO) Valid: Every 'Kakashi Hatake' in your hand gets 'Growth'. Fire Ninja
Naruto Uzumaki & Iruka Umino n186 U None Fire/Lightning Ninja
Naruto Uzumaki n187 U (Legacy from the Fourth Hokage) When this Ninja is put in play, draw 1 card. Valid: Every 'Akatsuki' Ninja in your opponent's hand gets -1 Entrance cost. Lightning Ninja
Sasuke Uchiha n188 C (Memory of Despair) Valid: During the turn that this Ninja is moved to your Chakra area by the effect of 'Growth,' every 'Itachi Uchiha' in your hand gets -2 Entrance cost. Fire Ninja
Sakura Haruno n189 U (Errand) When this Ninja is sent out to Battle, draw 1 card. Then, move 1 of the cards in your hand to the top of your Deck. Wind Ninja
St. Simon n190 C None Water Ninja
Anbu n191 R (Revenge) Valid: While you have 1 or more 'Special Jonin' or higher Rank Ninjas in your Discard Pile, this Ninja gets +1/+1. Wind Ninja
Kakashi Hatake n192 STSR (Sharingan vs. Sharingan) While this Ninja is in your hand, if your opponent has 1 or more 'Akatsuki' Ninjas in their Village, this Ninja can be put in play and placed in any Team of your choice during their Mission Phase. Fire Ninja
Might Guy n193 R (Countermeasure against the Sharingan) Valid: While your opponent has 1 or more Ninjas with 'Sharingan Eye' in play, this Ninja gets +1/+1. Lightning Ninja
Asuma Sarutobi n194 U (Reliable Comrade) Valid: While this Ninja is in the same Team as 'Kurenai Yuhi,' it gets +1/+0. Earth Ninja
Kurenai Yuhi n195 U (Reliable Comrade) Valid: While this Ninja is in the same Team as 'Asuma Sarutobi,' it gets +0/+1. Wind Ninja
Tsume Inuzuka n196 U (Combination) Valid: When this Ninja is sent out to Battle with an 'Animal' Ninja in the same Team, it gets +1/+1 during the turn. Fire Ninja
Kuromaru n197 U (Partner) If you have 'Tsume Inuzuka' in play, this Ninja is not included in the '1 Ninja per turn' restriction. Valid: This Ninja cannot be sent out to Battle by itself. Fire Ninja
Ninja Toad n198 C (Heteromorphy) Valid: This Ninja cannot be the user of Jutsu cards. Valid: If this Ninja is discarded after being in play, move it to the bottom of your Deck instead. Lightning Ninja
Homura Mitomon n199 R (Senior Adviser) Valid: All your in-play 'Leaf' Ninjas get +1/+0. Earth Ninja
Koharu Utatane n200 R (Senior Adviser) Valid: All your in-play 'Leaf' Ninjas get +0/+1. Earth Ninja


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