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Naruto CCG / TCG<br>Collectible Card Game<B><BR>NINJA CARD<br>SPOILER LIST<BR>N601 thru N783</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
Chiyo n601 U (SHOWDOWN) Valid: When this Ninja is injured due to Showdown, you can search for up to 3 copies of 'Secret White Move: Chikamatsu’s Ten Puppets' Jutsu cards in your Deck, show them(it) to your opponent, and place them(it) in your hand. Then, sh Wind Ninja
Matsuri n602 C (FOLLOWER) Your other 'Sand' Ninjas get +0/+1. Wind Ninja
Mikoshi n603 C (FOLLOWER) Your other 'Sand' Ninjas get +1/+0. Wind Ninja
Tobi n604 R (THE MAN OF MYSTERY) Valid: When this in-play Ninja is removed from play, move this card to your hand instead. Fire Ninja
Sasori (Possesion Mode) n605 R (COLD-BLOODED) When this Ninja is put in play, place a Ninja Blade coin symbolizing -2/-2on every Ninja in 1 of your opponent's Teams. Valid: This Ninja can only be put in play by removing from game 1 'Sasori' Ninja card with an Entrance cost of 5 from Wind Ninja
Kabuto Yakushi n606 SR (PROMINENT MEDICAL SKILL) During your Mission Phase, you can discard 2 of your Chakras with a 'Water' Symbol. In that case, put in play 'Chunin' Ninja card with a 'Water' Symbol from your Discard Pile. Water Ninja
Orochimaru n607 SR (DREAM VESSEL) During your Mission Phase, you can remove from game 1 'Sasuke Uchiha' Ninja card from your Village or your hand. In that case, move 1 of your opponent's Ninjas to the bottom of their Deck. Then, your opponent draws 1 card. Water Ninja
Naruto Uzumaki & Sai n608 R (BAD TERMS) This Ninja's Team cannot be blocked by a Team that include 2 or more Ninjas with different Symbols. (If a Ninja card has 2 or more symbols, that player selects 1 of them.) Lightning/Wind Ninja
Anbu (Foundation) n609 R (THE WILL OF ROOT) When this Ninja is put in play, remove from game all the cards in each player's Discard Pile. Valid: When this Ninja is removed from play, remove from game all the cards in each player's Discard Pile. Earth Ninja
Homura Mitomon n610 U (SURVEILLANCE) When this Ninja is put in play, you can put in play 'Koharu Utatane' Ninja card from your hand. At the end of your turn, if your opponent has 1 or more Ninjas with (OVERFLOWING CHAKRA) or (TAILED BEAST FORM) effect in play, they must Earth Ninja
Koharu Utatane n611 U (SURVEILLANCE) When this Ninja is put in play, you can put in play 'Homura Mitomon' Ninja card from your hand. At the end of your turn, if your opponent have 1 or more Ninjas with (OVERFLOWING CHAKRA) or (TAILED BEAST FORM) effect in play, they must Earth Ninja
The First Hokage n612 SR (MATCHLESS HERO) During the Exchange of Jutsu, you can discard 2 of your Chakras with an 'Earth' Symbol. In that case, negate and discard 1 Jutsu being used. Earth Ninja
The Second Hokage n613 SR (MATCHLESS HERO) During the Exchange of Jutsu, you can discard 2 of your Chakras with a 'Water' Symbol. In that case, negate and discard 1 Jutsu being used. Water Ninja
Haku n614 C (STRONG BOND) Valid: When this Ninja is discarded due to Showdown, you can search for 1 'Zabuza Momochi' Ninja card in your Deck and put it in play. In that case, your opponent draws 2 cards. Water Ninja
Kabuto Yakushi n615 R (DATABASE) When this Ninja is put play, you can search for 1 Mission card with a 'Water' Symbol in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Water Ninja
Naruto Uzumaki & Yamato n616 SR (TEAM WORK) When this Ninja is put in play, you can search for up to 2 Permanent Mission cards with an 'Earth' Symbol in your Deck and put them(it) in play. Valid: This Ninja can become the user of Jutsu cards with 'Requirements: The First Hokage'. Earth/Lightning Ninja
Dosu Kinuta n617 C (SONIC IMPACT) When this Ninja is put in play, you can put two -1/-1 on 1 of your opponent's Ninjas with an Entrance cost of 0. Water Ninja
Zaku n618 C (SONIC IMPACT) During the Exchange of Jutsu, you can discard 1 of your Chakras with a 'Water' Symbol. In that case, make 1 of your opponent's Ninjas with an Entrance cost of 2 or less Battling against this Ninja's Team a Stand-By Ninja. Water Ninja
Kin Tsuchi n619 C (THE REAR GUARD) Your 'Dosu Kinuta' and/or 'Zaku' Ninja cards in this Ninja's Team gets +1/+1 and cannot be affected by the effects of your opponent's Ninjas. Water Ninja
Kimimaro (Childhood) n620 U (THE LAST WARRIOR OF THE CLAN) At the end of the turn this Ninja's Team wins an Outstanding Victory, you can 1 Damage to 1 of your opponent's Ninjas with 0 Entrance cost. Water Ninja
Dosu Kinuta, Zaku & Kin Tsuchi n621 U (MYSTERIOUS SQUAD FROM THE SOUND) When this Ninja is sent out to Attack, you can select 1 of your opponent's in-play Ninjas. In that case, negate the effect texts of that selected Ninja and it gets -2/-2 during this turn and the next turn. Water Ninja
Anko Mitarashi n622 C (PUPIL OF OROCHIMARU) Valid: When this Ninja is discarded due to Showdown, you can search for 1 'Orochimaru' Ninja card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Water Ninja
Ranmaru n623 C (GLOWING EYES) During the Showdown, in the calculation of Team Power, use only the printed value of this Ninja's Team and the Team Battling against it regardless of any other in-play effects. Water Ninja
Manda n624 R (OFFERINGS) At the end of your turn, you must select and remove from game 1 injured status Ninja. If you cannot, remove from game 2 cards from the top of your Deck. Water Ninja
Raiga Kurosuki n625 R (Seven Swordsmen of the Mist) Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, reveal the top 5 cards of your opponent's Deck and remove from game all the Ninja cards among them. Then, return the rest and your opponent shuffles th Water Ninja
The Demon Brothers Gouzu n626 C (SAME WAVELENGTH) When this Ninja is put in play, you can search for 1 'The Demon Brothers Meizu' in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck. Water Ninja
The Demon Brothers Meizu n627 C (SAME WAVELENGTH) When this Ninja is put in play, you can search for 1 'The Demon Brothers Gouzu' in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck. Water Ninja
Shimon Hijiri n628 U (KEEPING AN EYE) Players cannot put in play Ninjas except by deploying them. Water Ninja
Misumi Tsurugi n629 C (UNIQUE TALENT) When this Ninja is sent out to Attack, select 1 of your opponent's Ninjas with an Entrance cost of 2 or less. In that case, that selected Ninja gets -2/-2 during this turn and the next turn. Water Ninja
Yoroi Akado n630 C (UNIQUE TALENT) When this Ninja is sent out to Attack, select 1 of your opponent's Ninjas. In that case, during this turn and the next turn, when that Ninja is sent out to Battle, your opponent must discard 2 of their Chakras. Water Ninja
Ino Yamanaka n631 C (ENTICEMENT) Your opponent's 'Male' Ninjas with 2 or less Entrance cost get -2/-0. Earth Ninja
Naruto Uzumaki n632 R (DANGEROUS CHAKRA) Valid: When this Ninja receives any Damage due to the Showdown, remove from game the top 5 cards of your opponent's Deck. This effect cannot be negated. Lightning Ninja
Rock Lee & Tortoise Ninja n633 U (PUPILS OF THE HOT-BLOODED TEACHER) When this Ninja is put in play, you can search for 1 'Might Guy' in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Valid: When this Ninja's Team wins a Victory or an Outstandin Earth/Lightning Ninja
Shikamaru Nara n634 SR (UNWILLINGNESS) During your Mission Phase, you can select 1 of your opponent's Ninjas with an Entrance of 2 or less. That selected Nina cannot be sent out to Battle unless this Ninja is sent out to Battle during the turn. Earth Ninja
Choji Akimichi n635 C (INFURIATION) When this Ninja is sent out to Battle, you can remove from game 1 Ninja Blade coin of any kind. Earth Ninja
Shizune & Tonton n636 U (AN ASSISTANT AND A PET) When this Ninja is put in play, you can search for 1 'Tsunade' Ninja card in your Deck and put it in play. Earth/Wind Ninja
Sasuke Uchiha n637 C (COPYING THE SKILLS) When this Ninja is sent out to Attack, you can select 1 of your opponent's 'Genin' Ninjas. In that case, negate the effect texts of that selected Ninja during this turn, and this Ninja gets those effects during this turn. Fire Ninja
Gaara of the Desert (Possessed Mode) n638 SR (INSANITY) When this Ninja is put in play, you can remove from game 1 of your Ninjas with a 'Wind' Symbol. In that case, draw 2 cards. Wind Ninja
Sakura Haruno & Sai n639 R (STRANGE TEAM WORK) During your opponent's Mission Phase, select 1 of your opponent's Ninjas. That selected Ninja must be sent out to Battle this turn if possible and negate the effect texts of that selected Ninja during this turn and next turn. Lightning/Wind Ninja
Might Guy n640 SR (DYNAMIC ENTRANCE) When this Ninja is put in play, you can remove from game 1 of your opponent's injured status Ninjas. If you do, draw 1 card. Valid: While this Ninja is in the same Team as 1 or more Ninjas with a 'Taijutsu' Combat Attribute, this Ninj Lightning Ninja
Kankuro & Black Ant n641 U (NO MERCY) During your Mission Phase, you can discard 1 'Puppet' Ninja card from your hand. In that case, discard 1 of your opponent's Ninjas with an Entrance cost of 2 or less. Earth/Wind Ninja
Temari n642 R (WINDSTORM) During the Showdown, in the calculation of Team Power or Mental Team Power, use only the printed value of the Ninjas in this Ninja's Team and the Team Battling against it regardless of any other in-play effects. Wind Ninja
Itachi Uchiha n643 R (GENIUS IN GENJUTSU) During your Mission Phase, you can discard 1 of your Chakras with a 'Fire' Symbol. In that case, you can select 1 of your opponent's Ninjas. That selected Ninja cannot be sent out to Battle during this turn. Fire Ninja
Kisame Hoshigaki n644 R (FIERCE MONSTER) This Ninja's Team cannot be blocked by Teams that include 1 or more injured Ninjas. Water Ninja
Shion (Awakened) n645 ST (SEAL) During your Mission Phase, you can remove this in-play Ninja from game. In that case, your opponent gets 3 Battle Rewards. In that case, select 1 of your opponent's Ninjas with an Entrance cost of 4 or less and remove it from game. Lightning Ninja
Kusuna n646 R (THE QUARTET) When this Ninja is put in play, heal all of your other Ninjas with (THE QUARTET) effect and place 1 Growth coin on each of them. At the end of the turn, if 1 or more of your Ninjas with (THE QUARTET) effect used 1 or more Jutsu cards w Lightning/Wind Ninja
Shizuku n647 U (THE QUARTET) Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, your Ninjas with (THE QUARTET) effect get +1/+1 during the turn. Fire/Lightning Ninja
Setsuna n648 U (THE QUARTET) Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, your Ninjas with (THE QUARTET) effect get +1/+1 during the turn. Lightning/Water Ninja
Gitai n649 C (THE QUARTET) Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras. In that case, your Ninjas with (THE QUARTET) effect get +1/+1 during the turn. Earth/Lightning Ninja
The Nine-Tailed Fox Spirit n650 R (DISASTER) When this Ninja is deployed, put 2 Ninja Blade coins symbolizing 'Evil Chakra coins' on this Ninja. This effect can only be negated by (DRAWING OUT THE HIDDEN POWER) effect. Valid: At the beginning of your turn, remove 1 'Evil Chakra coin' Lightning Ninja
Naruto Uzumaki n651 C (DRAWING OUT THE HIDDEN POWER) Valid: When you put 'The Nine-Tailed Fox Spirit' Ninja card in play. It's effect is negated. The effect texts of your in-play 'The Nine-Tailed Fox Spirit' Ninja are negated. Lightning Ninja
Sakura Haruno n652 U (ARDENT SPIRIT) Valid: During your Mission Phase, if this Ninja is injured and has 1 or more Growth coins on it, you can change this Ninja to healthy status. In that case, this Ninja gets +2/+0 during that turn. Wind Ninja
Sasuke Uchiha n653 R (SEVERING THE BOND) During the Exchange of Jutsu, if this Ninja was sent out to Attack this turn, you can make 1 Ninja Battling against this Ninja's Team with printed Entrance cost of 2 or less a Stand-By Ninja. Valid: This Ninja is considered to have ' Water Ninja
Sai n654 R (HEARTLESS EYES) Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas and Mission cards. Lightning Ninja
Yamato n655 SR (CONTROL BY FEAR) The effect texts of your opponent's Ninjas with lower printed Entrance cost than that of this Ninja's are negated. Valid: This Ninja can become the user of Jutsu cards with Requirements: The First Hokage'. Earth Ninja
Kiba Inuzuka n656 U (RELIABLE PARTNER) While this Ninja card is in your hand, when you deploy a 'Ninja Dog' Ninja card, you can put this Ninja card in play from your hand. When this Ninja is sent out to Battle in the same Team with 1 or more other 'Animal' Ninjas with no G Fire Ninja
Shino Aburame n657 C (SILENCE) Your opponent cannot search for any cards. Wind Ninja
Hinata Hyuga n658 U (RESERVED CHARACTER) When this Ninja is put in play, randomly select 1 card in your opponent hand and discard it. Earth Ninja
Hiashi Hyuga n659 U (THE BEST SHINOBI OF THE CLAN) When this Ninja is sent out to Battle, you can discard 2 of your Chakras. In that case, your opponent must move up to X number of cards from their hand to the top of their Deck where X is the number of your other in-play N Earth Ninja
Akamaru n660 U (FAITHFUL NINJA DOG) When this Ninja is sent out to Attack in the same Team as 1 or more Ninjas that include 'Inuzuka' in their names, discard 2 cards from the top of your opponent's Deck. Fire Ninja
The 5th Kazekage n661 R (RELIANCE) While you have 4 or more other 'Sand' Ninjas in play, this Ninja gets +2/+2 and cannot be affected by your opponent's effects. Wind Ninja
Kankuro n662 R (RUSH) When this Ninja is deployed, your opponent randomly selects up to 2 cards in your hand and reveals them(it). If there are 1 or more 'Pupprt' Ninja cards among them, put them(it) in play. Wind Ninja
Ebizo n663 U (RETURN) When this Ninja is put in play, you can move up to 3 'Puppet' Ninja cards with an Entrance cost of 3 or less in your Discard Pile and/or your Chakra are to your hand. Wind Ninja
Sasori (Childhood) n664 U (REMARKABLE TALENT) When your opponent wins any Battle Rewards, you can look at it(them). If there are 1 or more 'Puppet' Ninja cards among them, you can reveal it(them) and move it(them) to your hand instead. Then, move the rest to their Battle Reward Wind Ninja
Deidara n665 U (TEMPER) When this Ninja is put in play, you can place a total of 2 'Bomb coins' on your opponent's Ninjas in any way you like. Valid: You can play 'Art is an explosion!' Mission cards without paying their Hand cost. Earth Ninja
Orochimaru n666 SR (FORBIDDEN JUTSU) When this Ninja is put in play, you can search for 1 Ninja card with both 5 Entrance cost and a Water Symbol in your Deck and move it to your Discard Pile. Then, shuffle your Deck. During your Mission Phase, if you don't have a Ninja Water Ninja
Kabuto Yakushi n667 R (STOCK) During the Exchange of Jutsu, you can remove 1 Ninja card from game from your Discard Pile. In that case, negate 1 Jutsu card being used by a Ninja Battling against this Ninja with printed Entrance cost equal to or lower than that of the removed Water Ninja
Sasuke Uchiha n668 SR (FINISHING BLOW) During your Mission Phase, you can move this in-play Ninja card to your hand. In that case, change all of your opponent's Ninjas with 3 or less Entrance cost to injured status. You cannot put in play any Ninja cards that have 'Sasuke Uc Water Ninja
Naruto Uzumaki n669 STSR (BOTTOMLESS POWER) Valid: If this Ninja is sent out to Attack in injured status, your opponent must block this Ninja's Team with a Team that has the most Ninjas among their Teams if possible. Valid: This Ninja gets +1/+0 for each of your injured Ninjas Lightning Ninja
Naruto Uzumaki n669 STNF (BOTTOMLESS POWER) Valid: If this Ninja is sent out to Attack in injured status, your opponent must block this Ninja's Team with a Team that has the most Ninjas among their Teams if possible. Valid: This Ninja gets +1/+0 for each of your injured Ninjas Lightning Ninja
Sasuke Uchiha n670 STSR (LETHAL ATTACK) When any Ninja Battling against this Ninja's Team receives any Damage due to the Showdown, remove it from game after Damage is applied, even if that Damage is reduced to 0. This effect is negated if the Damage is negated. Water Ninja
Sasuke Uchiha n670 STNF (LETHAL ATTACK) When any Ninja Battling against this Ninja's Team receives any Damage due to the Showdown, remove it from game after Damage is applied, even if that Damage is reduced to 0. This effect is negated if the Damage is negated. Water Ninja
Sai n671 ST (SINGLED OUT) While this Ninja card is in your hand, if your opponent has 5 or more Battle Rewards and you have 3 or more Ninjas with a 'Lightning' Symbol in play, you can put this Ninja card in play. Lightning Ninja
Sakura Haruno n672 C (NONSTOP ATTACKS) When this Ninja is put in play, you can remove up to 2 in-play 'Puppet' Ninjas with an Entrance cost equal to or lower than that of this Ninja's from game. Wind Ninja
Sasori & The 3rd Kazekage n673 R (THE CREATOR AND THE WARRIOR) When this Ninja is sent out to Attack and opposed, you can discard 2 of your Chakras. In that case, change all the Back Ninjas Battling against this Ninja's Team to injured status. Wind Ninja
Shikamaru Nara n674 U (SHARPNESS) While the Team Mental Power of this Ninja's Team is 8 or higher, this Ninja's Team and the Team Battling against it perform a Mental Power Battle. Earth Ninja
Kakashi Hatake n675 R (FAVORITE BOOKS) When this Ninja is deployed, you can search for up to 2 cards in your Deck that include 'Make Out' in their names and move them(it) to your Chakra area. Then, shuffle your Deck. Valid: During the Exchange of Jutsu, if you have 2 or more Fire Ninja
Itachi Uchiha n676 ST (ELITE OF THE CLAN) While you have a total of 5 or more Ninjas and/or Clients that include 'Uchiha' in their names in play, the effect texts of Ninjas and Client that do not include 'Uchiha' in their names are negated. Fire Ninja
Yamato n677 R (CAUTIOUSNESS) Your opponent cannot play any Mission cards. Valid: This Ninja can become the user of Jutsu cards with Requirements: The First Hokage'. Earth Ninja
Baki n678 R (ABLE BRAIN) When this Ninja is sent out to Attack, discard 1 of your opponent's Ninjas in a Team with only 1 Ninja. Wind Ninja
Temari n679 C (RUSH) While this Ninja card is in your hand, if you have 2 or more 'Sand' Ninjas in play, this Ninja gets -1 Entrance cost. Wind Ninja
Jiraiya n680 ST (TOAD SAGE) Valid: This Ninja gets +1/+1 for each of your in-play 'Ninja Toad' Ninjas. Valid: Your 'Ninja Toad' Ninjas cannot be affected by your opponent's Jutsu cards. Lightning Ninja
Tsunade n681 C (BEST PARTNER) When this Ninja is deployed, you can search for 1 'Katsuyu' Ninja card in your Deck and remove it from game keeping it face up. In that case, at the beginning of your next turn, move that card to your hand. Wind Ninja
Orochimaru n682 U (MASTER OF FORBIDDEN JUTSU) When this Ninja is put in play, you can search for 1 Ninja card in your opponent's Deck and move it to their Discard Pile. Then, your oppnent shuffles their Deck. Valid: The effect texts of your 'Orochimaru's Forbidden Jutsu' Water Ninja
Konohamaru n683 ST (INSATIABLE ASPIRATION) Valid: When your opponent wins any Battle Rewards, if this Ninja is injured, you can look at it(them). If there are 1 or more Mission cards among them, you can reveal it(them) and move it(them) to your hand instead. Then, move th Lightning Ninja
Naruto Uzumaki & Jiraiya n684 R (AFTER TWO AND HALF YEARS) Valid: When this Ninja is sent out to Attack, you can move 1 Jutsu or Mission card from your Discard Pile or Chakra area to your hand. Lightning Ninja
Sakura Haruno & Tsunade n685 SR (POWER OF KUNOICHI) Valid: While you have only 'Female' Ninjas in play, each of your 'Female' Ninjas, including this Ninja, cannot be affected by the effects of Jutsu cards used by your opponents 'Male' Ninjas and effects of your opponent's 'Male' Ninja Earth/Wind Ninja
Naruto Uzumaki & Yamato n686 C (COOLNESS AND ENTHUSIASM) Valid: Your Ninjas, including this Ninja, cannot be affected by the effects of your opponent's Ninjas. Valid: Your other injured Ninjas get +1/+1. Valid: This Ninja can become the user of Jutsu cards with Requirements: 'The Fir Earth/Lightning Ninja
Naruto Uzumaki & Sai n687 ST (STRAINED RELATION) Valid: When you win any Battle Rewards due to this Ninja's Team due to the Showdown, place 1 Growth coin on this Ninja. Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, remove 1 Growth coin from this Ninja. Earth/Lightning Ninja
Naruto Uzumaki & Shion n688 R (PROPHECY OF DOOM) Valid: When this Ninja card is put in play, designate a number. Valid: When your opponent puts a Ninja card with an Entrace cost with the designated number in play, remove that card from game instead. Lightning/Wind Ninja
Shion n689 ST (UNAVOIDABLE FATE) When this Ninja is sent out to Attack, you can select 1 of your opponent's Ninjas. In that case, at the end of that turn, if that Ninja was not sent out to Battle that turn, give 1 Damage to that Ninja. Lightning Ninja
Yomi n690 ST (RETURN OF THE MORYO) During your Mission Phase, if your Turn Marker is 8 or greater and this Ninja has no Groth coins on it, you can place 2 Growth coins on this Ninja. Lightning Ninja
The 4th Kazekage n691 SR (DIGNITY) When this Ninja is sent out to Attack, your opponent must select and discard 1 of their in-play Ninjas. Wind Ninja
Giant Ninja Toad n692 ST (BRING DOWN THE HOUSE JUTSU) When this Ninja is put in play, you can select and move 1 of your opponent's Ninjas with an Entrance cost of 3 or less to the bottom of its owner's Deck. Lightning Ninja
Giant Snake n693 U (ASSASSIN OF OROCHIMARU) Each of your other Ninjas with a 'Snake' Combat Attribute gets +1/+1. Valid: This Ninja can be put in play or moved into a Village or Battlefield, even if that player already has 1 or more Ninjas with the same name in play. Water Ninja
Tonton n694 C (ADORABLE PET) Valid: Your 'Female' Ninjas get -1 Entrance cost. Wind Ninja
Tortoise Ninja n695 C (LESSON) Valid: Your other Ninjas with 'Taijutsu' Combat Attribute get +1/+1. Lightning Ninja
Giant Tiger n696 C (WILD POWER) Valid: This Ninja gets +1/+1 for each of your other in-play 'Animal' Ninjas. Fire Ninja
Kakashi Hatake (Childhood) n697 C (BORN GENIUS) Valid: When this Ninja becomes the user of Jutsu cards with 'Requirements: 'Kakashi Hatake', you must pay 1 additional Chakra (any symbol). Fire Ninja
The Third Hokage (Childhood) n698 U (GREAT TALENTS) Valid: When this Ninja becomes the user of Jutsu cards with 'Requirements: 'The Third Hokage', you must pay 1 additional Chakra (any symbol). Fire Ninja
Koharu Utatane (Childhood) n699 C (PROMINENT INTELLIGENCE) While this Ninja is Battling against a Team with 1 or less Team Mental Power, this Ninja's Team and the Team Battling against it perform a Mental Power Battle. Earth Ninja
Homura Mitomon (Childhood) n700 C (PROMINENT INTELLIGENCE) While this Ninja is Battling against a Team with 1 or less Team Mental Power, this Ninja's Team and the Team Battling against it perform a Mental Power Battle. Earth Ninja
The Fourth Hokage (Childhood) n701 C (GREAT TALENTS) Valid: When this Ninja becomes the user of Jutsu cards with 'Requirements: 'The Fourth Hokage', you must pay 1 additional Chakra (any symbol). Lightning Ninja
The Fourth Hokage (Younger Days) n702 SR (SAVIOR) At the end of your opponent's Mission Phase, if they have 5 or more Ninja cards in play and you have 3 or more Ninjas with a 'Lightning' Symbol in play, you can put this Ninja card in play from your hand in any of your Teams in any position. Va Lightning Ninja
Neji Hyuga (Childhood) n703 C (BLOOD RELATIONSHIP) Valid: While this Ninja is in the same Team with only Ninjas with a 'Byakugan', this Ninja Combat value may be treated as its Support Value. Earth Ninja
Tekka Uchiha n704 ST ( LEAF POLICE FORCE) While you have 'The Symbol of the Proud Clan' Mission card in play, your opponent cannot put in play any Ninja cards except by deploying them. Fire Ninja
Inabi Uchiha n705 ST ( LEAF POLICE FORCE) While you have 'The Symbol of the Proud Clan' Mission card in play, your opponent cannot search for any cards in their Deck. Fire Ninja
Yashiro Uchiha n706 ST ( LEAF POLICE FORCE) While you have 'The Symbol of the Proud Clan' Mission card in play, your opponent cannot draw any cards by their effects. Fire Ninja
Elder of Hyuga Clan n707 U (ELDER OF THE CLAN) Valid: Your other Ninjas with a 'Byakugan' get +1/+1 and cannot be affected by your opponent's effects. Earth Ninja
Iruka Umino (Childhood) n708 C (SOLITUDE) Valid: While this Ninja is the only Ninja you have in play, this Ninja gets +1/+0 and cannot be affected by the effects of your opponent's Ninjas. Lightning Ninja
Kakashi Hatake (Boyhood) n709 SR (NEW TECHNIQUE) When this Ninja is sent out to Attack, you can move 1 "Chidori" Jutsu card from your Chakra area or your Discard Pile to your hand. Valid: Your "Obito Uchiha" and/or "Rin" get +1/+1. Fire Ninja
Kakashi Hatake (Boyhood) n709 SR (B&G) (NEW TECHNIQUE) When this Ninja is sent out to Attack, you can move 1 "Chidori" Jutsu card from your Chakra area or your Discard Pile to your hand. Valid: Your "Obito Uchiha" and/or "Rin" get +1/+1. Fire Ninja
Rin n710 U (PRAYER) When you put a "Kakashi Hatake" or "Obito Uchiha" in play, draw 1 card. Wind Ninja
Obito Uchiha n711 SR (HIDDEN STRENGTH) Valid: During the Exchange of Jutsu, you can discard 1 card from your hand. In that case, negate 1 Jutsu card being used by a Ninja with an Entrance cost of 3 or less. Valid: Your "Kakashi Hatake" and/or "Rin" get +1/+1. Fire Ninja
Obito Uchiha n711 SR (B&G) (HIDDEN STRENGTH) Valid: During the Exchange of Jutsu, you can discard 1 card from your hand. In that case, negate 1 Jutsu card being used by a Ninja with an Entrance cost of 3 or less. Valid: Your "Kakashi Hatake" and/or "Rin" get +1/+1. Fire Ninja
The Fourth Hokage n712 SR (SPACE NINJUTSU) Valid: During your Mission Phase, you can discard 2 of your Chakras. In that case, place a Ninja Blade coin symbolizing a "Mark" coin on 1 of your opponent's Ninjas. Valid: During the Exchange of Jutsu, you can place this Ninja in any ??? Lightning Ninja
The Fourth Hokage n712 SR (B&G) (SPACE NINJUTSU) Valid: During your Mission Phase, you can discard 2 of your Chakras. In that case, place a Ninja Blade coin symbolizing a "Mark" coin on 1 of your opponent's Ninjas. Valid: During the Exchange of Jutsu, you can place this Ninja in any ??? Lightning Ninja
Kakkou n713 U (HIDDEN BLADES) When this Ninja is put in play, you can change 1 of your opponent's Ninjas with an Entrance cost of 2 to injured status. Earth Ninja
Taiseki n714 C (INVISIBLE HUNTER) When this Ninja is put in play, you can change 1 of your opponent's Ninjas with an Entrance cost of 1 to injured status. Earth Ninja
Mahiru n715 C (LIGHTNING SPEED) When this Ninja is put in play, you can change 1 of your opponent's Ninjas with an Entrance cost of 0 to injured status. Earth Ninja
Zetsu n716 U (THE MOST UNEXPECTED) Your opponent cannot play any Permanent Mission cards. Valid: During your Mission Phase, you can remove this Ninja from game. In that case, discard 1 of your opponent's in-play Permanent Mission cards. Earth Ninja
Tobi n717 U (MAN OF MYSTERY) During your Mission Phase, if this Ninja card is in your hand, you can reveal it to your opponent and move it to the bottom of your Deck. In that case, draw 2 cards and discard 1 card. Fire Ninja
Orochimaru (Childhood) n718 R (SHOWN SIGNS OF THE LEGENDS) When your opponent plays a Mission card, any Hand cost of that Mission card is discarded. When your opponent�s non-Permanent Mission card�s effect is applied, that Mission card is discarded. When your opponent�s Permanent Mi??? Earth/Water Ninja
Jiraiya (Childhood) n719 R (SHOWN SIGNS OF THE LEGENDS) Valid: This Ninja gets +1/+1 for each of your other injured Ninjas. Valid: When your opponent deploys a Ninja card, you can move 1 card with a Lightning Symbol in your Discard Pile to your Chakra area. Fire/Lightning Ninja
Tsunade (Childhood) n720 R (SHOWN SIGNS OF THE LEGENDS) When this Ninja's Team wins a Victory or an Outstanding Victory, you can randomly select up to 2 cards in your opponent's Reinforcement Deck and remove them(it) from game. Earth/Wind Ninja
Chiriku n721 C (VIRTUE) When this Ninja is sent out to Block, you can select 1 of your injured Ninjas. In that case, during this turn, this Ninja gets + X/+0 while that injured Ninja is in your Village. X = the printed Combat of the selected Ninja. Fire Ninja
Hana Inuzuka n722 U (VETERINARIAN) When this Ninja is sent out to Attack in the same Team as 1 or more injured "Animal" Ninjas, change those Ninjas to healthy status. Fire Ninja
Haimaru Brothers n723 C (TRIPLETS) Valid: This Ninja(card) can be put in play or moved into a Village or Battlefield, even if that player already has 1 or more Ninjas with the same name in play. Valid: This Ninja gets +1/+1 for each other "Haimaru Brothers" Ninja in this Ninja??? Fire Ninja
Yoshino Nara n724 R (AS A MOTHER) While you have another Ninja that has "Nara" in its name in play, this Ninja gets + 3 Mental Power. While this Ninja is Battling in the same Team with another Ninja that has "Nara" in its name, this Ninja's Team and the Team Battling again??? Earth Ninja
Shin n725 C (STRONG BOND) During the Exchange of Jutsu, you can discard this Ninja. In that case, each Ninja in your Battling Teams cannot become a Stand-By Ninja during this turn. Lightning Ninja
Naruto Uzumaki (Student) n726 U (FELLOWS OF THE LEAF ACADEMY) Valid: When this Ninja is put in play, if you have a "Leaf Academy" Mission card and/or 1 or more other "Leaf Academy" Ninjas in play, place 1 Growth coin on this Ninja. Valid: Growth coins on this Ninja cannot be removed b??? Lightning Ninja
Sasuke Uchiha (Student) n727 U (FELLOWS OF THE LEAF ACADEMY) Valid: When this Ninja is put in play, if you have a "Leaf Academy" Mission card and/or 1 or more other "Leaf Academy" Ninjas in play, place 1 Growth coin on this Ninja. Valid: Growth coins on this Ninja cannot be removed b??? Fire Ninja
Sakura Haruno (Student) n728 U (FELLOWS OF THE LEAF ACADEMY) Valid: When this Ninja is put in play, if you have a "Leaf Academy" Mission card and/or 1 or more other "Leaf Academy" Ninjas in play, place 1 Growth coin on this Ninja. Valid: Growth coins on this Ninja cannot be removed b??? Wind Ninja
Sakura Haruno & Hinata Hyuga n729 R (LADIES FIRST) When this Ninja is put in play, your opponent can organize their Teams. Valid: During the turn that this Ninja is put in play, only �Female� Ninjas can be sent out to Battle. Earth/Wind Ninja
Shikamaru Nara & Kakashi Hatake n730 SR (CLEVER PLAY) When this Ninja is put in play, you can search for 1 "Intellectual Strategy" Mission card in your Deck and put it in play. Then, shuffle your Deck. When this Ninja's Team wins a Victory or an Outstanding Victory in a Mental Power Battle, y??? Earth/Fire Ninja
Shikamaru Nara & Kakashi Hatake n730 SR (B&G) (CLEVER PLAY) When this Ninja is put in play, you can search for 1 "Intellectual Strategy" Mission card in your Deck and put it in play. Then, shuffle your Deck. When this Ninja's Team wins a Victory or an Outstanding Victory in a Mental Power Battle, y??? Earth/Fire Ninja
Kakashi Hatake (Teacher) n731 U (FELLOWS OF THE LEAF ACADEMY) When this Ninja is put in play, if you have a "Leaf Academy" Mission card and/or 1 or more other "Leaf Academy" Ninjas in play, place 1 Growth coin on this Ninja. Valid: Growth coins on this Ninja cannot be removed by your ??? Fire Ninja
Asuma Sarutobi n732 C (SELF-SACRIFICE) During the Exchange of Jutsu, you can apply the following effect: Ninjas that are in the same Team as this Ninja cannot be removed from play by the effects of your opponent's Jutsu cards during this turn. If this effect was applied, a??? Earth Ninja
Yugito Ni'i n733 R (TRAP) Valid: During your Mission Phase or the Exchange of Jutsu, if this Ninja is in injured status, you can move this Ninja to your Chakra area. In that case, search your Deck for 1 "Two Tails" Ninja card and put it in play in the same place as this N??? Earth Ninja
Two Tails n734 SR (FEROCIOUSNESS) When this Ninja's Team wins a Victory or an Outstanding Victory, your opponent moves all the cards in their hand to the bottom of their Deck in any order. Then, they draw the same number of cards that they moved to the bottom of their De??? Earth Ninja
Two Tails n734 SR (B&G) (FEROCIOUSNESS) When this Ninja's Team wins a Victory or an Outstanding Victory, your opponent moves all the cards in their hand to the bottom of their Deck in any order. Then, they draw the same number of cards that they moved to the bottom of their De??? Earth Ninja
Sasori & Zetsu n735 U (PURE EVIL) While this Ninja is on the Battlefield, when any of your opponent's injured Ninjas is sent out to Block, you can select 1 of them and give 1 Damage to it. Earth/Wind Ninja
Deidara & Tobi n736 U (FALLING OUT) While this Ninja is on the Battlefield, when any of your opponent's Teams with only 1 Ninja is sent out to Block, your opponent flips a Ninja Blade coin. If it's tails, discard that Ninja. Earth/Fire Ninja
Itachi Uchiha n737 SR (DESTRUCTIVE HALLUCINATION) When this Ninja is sent out to Attack in the same Team as 2 or more other "Akatsuki" Ninjas or Ninjas with a "Genjutsu" Combat Attribute, you can change 1 of your opponent's Ninjas to injured status. Fire Ninja
Itachi Uchiha n737 SR (B&G) (DESTRUCTIVE HALLUCINATION) When this Ninja is sent out to Attack in the same Team as 2 or more other "Akatsuki" Ninjas or Ninjas with a "Genjutsu" Combat Attribute, you can change 1 of your opponent's Ninjas to injured status. Fire Ninja
Kankuro n738 R (I WON'T LET YOU!) When this Ninja is sent out to Block, you can exchange all the cards in your hand with the same amount of cards from the top of your Deck. In that case, you can reveal 1 �Puppet� Ninja card in your hand with an Entrance cost equal to ??? Wind Ninja
Temari n739 R (GALE WARNING) When this Ninja is deployed, look at all the cards in your opponent's Reinforcement Deck, select and remove 1 "Squad" Ninja card from game. While this Ninja is in play, your opponent cannot put any "Squad" Ninja cards that have the same n??? Wind Ninja
Yugao Uzuki n740 U (VISITING A GRAVE) While this Ninja card is in your hand, when your "Special Jonin" and/or "Anbu" Ninja is discarded due to the Showdown, you can put this Ninja card in play. Valid: While you have 1 or more "Special Jonin" and/or "Anbu" Ninja cards in??? Fire Ninja
Kakashi Hatake n741 C (VISITING A GRAVE) While this Ninja card is in your hand, when your "Obito Uchiha" and/or "Rin" is discarded due to the Showdown, you can put this Ninja card in play. Valid: This Ninja gets +1/+1 while you have a "Obito Uchiha" Ninja card in your Disca??? Fire Ninja
Kakashi Hatake & Pakkun n742 C (SMALL SUPPORTERS) During your Mission Phase, you can discard 1 of your other in-play "Ninja Dog" Ninjas or a "Ninja Dog" Ninja card from your hand. In that case, draw 1 card. Valid: This Ninja gets +1/+1 for each of your other in-play "Ninja Dog" Ninja?? Fire/Lightning Ninja
Kiba Inuzuka n743 C (KEEN SENSE OF SMELL) When this Ninja is sent out to Attack in the same Team as 1 or more "Ninja Dog" Ninjas, you can randomly select 1 card in your opponent's Reinforcement Deck and remove it from game. Fire Ninja
Kiba Inuzuka & Akamaru n744 C (BEST PARTNER) When this Ninja is sent out to Attack, you can randomly select up to 2 cards in your opponent's Reinforcement Deck and remove them(it) from game. Fire/Wind Ninja
The First Hokage & Yamato n745 R (GENE MANIPULATION) During the Exchange of Jutsu, when any of your opponent's Ninjas become a Stand-By Ninja, give 1 Damage to that Ninja. Earth/Water Ninja
Naruto Uzumaki n746 C (INTENSITY) Valid: This Ninja cannot be affected by the effects of your opponent's Mission cards. Valid: Players cannot play Counter Mission cards. Lightning Ninja
Naruto Uzumaki (Tailed Beast Form) n747 SR (UNLIMITED ENERGY) Valid: Each time your opponent wins a total of 2 or more Battle Rewards in a turn, place 1 Growth coin on this Ninja. Valid: During your Mission Phase, you can move any number of Growth coins from another Ninja you have in play to t??? Lightning Ninja
Naruto Uzumaki (Tailed Beast Form) n747 SR (B&G) (UNLIMITED ENERGY) Valid: Each time your opponent wins a total of 2 or more Battle Rewards in a turn, place 1 Growth coin on this Ninja. Valid: During your Mission Phase, you can move any number of Growth coins from another Ninja you have in play to t??? Lightning Ninja
Sasuke Uchiha n748 U (FREEZING EYES) When this Ninja is put in play, remove all Ninjas with an Entrance cost of 1 or less from game. Fire Ninja
The Third Hokage n749 C (WILL OF FIRE) Your "Leaf" Ninjas cannot be affected by the effects of your opponent's Mission cards. While this Ninja card is in your hand, if you have 4 or more "Leaf" Ninjas in play, this Ninja card gets -1 Entrance cost and -1 Hand cost. Fire Ninja
Adviser of the Sand n750 C (SAGACIOUS) Your �Sand" Ninjas cannot be affected by the effects of your opponent's Mission cards. Valid: Your "Sand" Ninjas get "Surge". Wind Ninja
Rock Lee & Neji Hyuga n751 U (PREPARATION FOR THE BATTLE) When this Ninja is put in play, reveal the top 6 cards of your Deck and move all Jutsu cards among them that includes "Requirements: Rock Lee", "Requirements: Byakugan", "Requirements: Neji Hyuga" and/or "Requirements: 'Tai??? Earth/Lightning Ninja
Ino Yamanaka n752 C (EASY-GOING) Cards in your hand cannot be affected by your opponent's effects. Earth Ninja
Ziga n753 C (MAGNETIC FORCE) When this Ninja is sent out to Attack, you can select 1 of your opponent's Ninjas with an Entrance cost of 1 or less. In that case, during the Exchange of Jutsu, if this Ninja's Team is not opposed, move the selected Ninja to the Battle??? Water Ninja
Ruiga n754 U (DOWSING) During your Mission Phase, you can reveal the top card of your Deck. If it is a Ninja card with "Ambush" and a Water Symbol, you can move it to your Chakra area. Then, shuffle your Deck. If not, or you decide not to, return it. Water Ninja
Renga n755 R (POWER OF ICE) This Ninja cannot receive any Damage while your Turn Marker is an even number. (0 is considered to be an even number.) Water Ninja
Mizuki (Transformed) n756 C (EXPLOSIVE POWER) During your Mission Phase, you can discard 2 of your Chakras with a Water Symbol. In that case, place 1 Growth coin on this Ninja. Valid: At the end of your turn, if you have no cards in your Chakra area, discard this Ninja. Water Ninja
Raiga Kurosuki n757 U (INSANITY) When this Ninja is sent out to Attack, you can select 1 of your opponent's Ninjas with an Entrance cost of 1 or less. In that case, move it to its owner's Chakra area. Water Ninja
Ranmaru n758 C (SPECIAL EYES) Ninjas with a Water Symbol in this Ninja's Team cannot be affected by the effects of your opponent's Ninjas with a printed Entrance cost of 2 or less. Water Ninja
Lord Sagi n759 C (MAN OF TRAGEDY) Valid: When this Ninja is discarded due to the Showdown, your opponent cannot draw any cards during their next turn. Wind Ninja
Chishima n760 C (INTELLIGENCE) Valid: Each Ninja Battling against this Ninja gets -1 Mental Power. Wind Ninja
Amachi (Sea Monster) n761 U (THREAT OF THE SEA) Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas that do not have a "Water" Combat Attribute. Water Ninja
Anko Mitarashi & Orochimaru n762 U (SECRET EXPERIMENT) When this Ninja is put in play, you can put 1 Ninja card with an Entrance cost of 4 or less and a Water Symbol in play from your Discard Pile. Lightning/Water Ninja
Isaribi (Sea Monster) n763 U (THREAT OF THE SEA) Valid: This Ninja cannot be affected by the effects of your opponent's Ninjas that do not have a "Water" Combat Attribute. Water Ninja
Rampageous Pig n764 C (RECKLESSNESS) Valid: This Ninja must be sent out to Attack if possible. Valid: This Ninja gets +2/+0 when it is sent out to Attack. Valid: This Ninja cannot be the user of Jutsu cards. Fire Ninja
Messenger Ninja n765 U (DELIVERY) During your Mission Phase, you can reveal the top 6 cards of your Deck. If there are 1 or more Ninja cards with an Entrance cost of 1 or less and a Lightning Symbol, you can discard this Ninja. In that case, put 1 of them in play and return t??? Lightning Ninja
Hotarubi n766 C (FOR THE FUTURE GENERATION) When this Ninja is discarded due to the Showdown, you can place 1 Growth coin on each of your "Chunin" or lower Rank Ninjas with no Growth coin. Lightning Ninja
Natsuhi n767 U (FOR THE FUTURE GENERATION) During your Mission Phase, you can remove 1 Growth coin from 1 of your Ninjas. In that case, draw 1 card. Lightning Ninja
The Third Hoshikage n768 U (AS THE LEADER OF THE VILLAGE) When this Ninja is put in play, place 1 Growth coin on each of your other Ninjas with a Lightning Symbol. During your Mission Phase, you can remove 1 Growth coin from 1 of your Ninjas. In that case, search for 1 "A Piece ??? Lightning Ninja
Shiso n769 C (PLUNDER) During the Exchange of Jutsu, you can move 1 Growth coin from 1 of your opponent's Ninjas Battling against this Ninja to this Ninja. Lightning Ninja
Yotaka n770 C (PLUNDER) During the Exchange of Jutsu, you can move 1 Growth coin from 1 of your opponent's Ninjas Battling against this Ninja to this Ninja. Lightning Ninja
Naruto Uzumaki n771 C (MOVING) Valid: This Ninja gets +1/+1 for each other Ninjas in this Ninjas Team with (MOVING) effect. Valid: You can organize your Teams during your opponent's Mission Phase. Earth/Lightning Ninja
Hinata Hyuga n772 C (MOVING) This Ninja gets +1/+1 for each other Ninjas in this Ninjas Team with (MOVING) effect. Valid: You can organize your Teams during your opponent's Mission Phase. Earth/Lightning Ninja
Choji Akimichi n773 C (MOVING) This Ninja gets +1/+1 for each other Ninjas in this Ninjas Team with (MOVING) effect. Valid: You can organize your Teams during your opponent's Mission Phase. Earth/Lightning Ninja
Ino Yamanaka n774 U (CHARM) When this Ninja is put in play, you can move 1 of your opponent's "Male" Ninjas with an Entrance cost of 0 to your Village. If that Ninja still remains in play at the end of that turn, return it to its owner's Village. Earth/Lightning Ninja
Might Guy (Afro) n775 R (DISGUISE) When this Ninja is put in play, place 1 Growth coin on 1 of your "Chunin" or lower Rank Ninjas with a "Taijutsu" Combat Attribute. Valid: This Ninja can be put in play or moved into a Village or Battlefield, even if that player already has 1 ??? Lightning Ninja
Anbu n776 U (ELITE CORPS) While this Ninja card is in your hand, if you have 1 or more injured Ninjas, the deployment of this Ninja does not count towards the "1 Ninja per turn" restriction. Valid: This Ninja(card) can be put in play or moved into a Village or Bat??? Wind Ninja
Yakumo Kurama n777 U (WITH A MONSTER WITHIN) Your opponent's Ninjas with an Entrance cost of 2 or less that do not have a "Genjutsu" Combat Attribute get -2/-0. Wind Ninja
Gantetsu n778 C (POWER TO SAVE THE WEAK) Valid: When this Ninja is sent out to Battle in the same Team as 1 or more injured Ninjas with an Entrance cost of 3 or less, if this Ninja is injured, you can change this Ninja to healthy status. Fire Ninja
Menma n779 C (DAZZLING TONE) Your opponent's Ninjas with an Entrance cost of 1 or less that do not have a "Genjutsu" Combat Attribute get -0/-2. Fire Ninja
Hoki n780 U (ONE ON ONE FIGHT) When this Ninja is put in play, you can discard 1 of your Ninjas with an Entrance cost of 4 or less. In that case, you can move 1 of your opponent's Ninjas with the same Entrance cost as that of the discarded Ninja to its owner's Ch??? Water/Wind Ninja
Kujaku n781 C (A BLAST) When this Ninja is sent out to Attack, you can discard 2 of your Chakras with a Wind Symbol. In that case, you can look at all the cards in your opponent's hand. If there are 1 or more Jutsu cards among them, select 1 of them and move it to th??? Water/Wind Ninja
Ryugan n782 C (TRANSFORMER) During the Exchange of Jutsu, you can discard up to 3 of your Chakras with a Wind Symbol. Apply 1 of the following effects according to the number of Chakras that you discarded. 1 ) This Ninja gets + 0/+2 during this turn. 2 ) Make 1 "Geni??? Water/Wind Ninja
Suiko n783 C (ASSIMILATION OF CHAKRA) When Your opponent plays a Mission card, you can select and discard up to 2 of your opponent's Chakras. Water/Wind Ninja


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