Card Name | Card # | Rarity | Effect | Element | Card Type |
Unfading Affection | m201 | U | Permanent Effect: No Ninja can be removed from play or moved to another Team by the effects of the other player's Jutsu cards. | Wind | Mission |
Slot Machine | m202 | C | Effect: Flip a Ninja Blade coin 3 times. If you get the same result (heads or tails) for each flip, draw until you have 6 cards in your hand. | Wind | Mission |
Stopping the Battle | m203 | C | Permanent (1) Effect: Your opponent cannot play, use or 'put in play' any cards with the 'Water' symbol in their hand. | Wind | Mission |
Tea Break | m204 | C | Effect: If your opponent has 1 or more Battle Rewards, each player must discard 1 of their in-play Ninjas or Battle Rewards. | Wind | Mission |
Leaf Village's Great Athletic Meet | m205 | R | Permanent (2) Effect: Neither player can play any Mission cards. | Earth | Mission |
Just Recovered | m206 | U | Permanent Effect: Each time a Ninja gets healed, that Ninja gets -2/-2 during that turn. | Earth | Mission |
Failed Jutsu | m207 | ST | Effect: Look at all the cards in your opponent's hand and count the number of Jutsu cards among them. You can select and discard up to the same number of their Chakras. | Earth | Mission |
Unpredicted Clue | m208 | R | Effect: Reveal the top 5 cards of your Deck. If there is 1 or more Jutsu cards among them, you can select up to 1 of those Jutsu cards and place it in your hand. Then, return the remaining cards and shuffle your Deck. | Lightning | Mission |
Reunion with the Former Teacher | m209 | U | Permanent Effect: At the beginning of your turn, if you have 2 or less cards in your hand, draw card(s) until you have 3 cards in your hand. | Lightning | Mission |
Kakashi Sensei's True Face? | m210 | C | Effect: Look at the top 3 cards of either player's Deck. Then, return them in the same order. | Fire | Mission |
Surprise | m211 | ST | Counter Effect: Move the top 2 cards of your Deck to your opponent's Battle Reward area face down. At the beginning of your next turn, randomly select 2 of your opponent’s Battle Rewards and move them to their original owner's hand. | Fire | Mission |
Release from the Nightmare | m212 | R | Target: 1 of your Ninjas Effect: Return the target to its original owner's hand. Then, move another Ninja with the same name as the target from your hand to your Village in the same status. | Wind | Mission |
Intruder | m213 | C | Effect: During this turn and the next turn, the card text of every in-play 'Permanent' Mission card is negated. | Earth | Mission |
Lifelong Promise | m214 | C | Permanent (3) Effect: If your Team with 'Naruto Uzumaki' wins 1 or more Battle Rewards as a result of the Showdown, you can put 1 'Genin' Ninja in your Discard Pile in play. This effect cannot be duplicated. | Lightning | Mission |
The Will of Fire | m215 | C | Permanent Effect: Each time your Ninja with 1 or more Growth coins is discarded, you can place 1 Growth coin on 1 of your in-play 'Genin' Ninjas with no Growth coins. | Lightning | Mission |
Admonition | m216 | U | Target: 1 of your opponent's 'Genin' Ninjas Effect: Place the target in any of your opponent's Teams. | Fire | Mission |
Supreme Order | m217 | C | Permanent Target: 1 of your opponent's Ninjas Effect: Attach this card to the target. If the target is discarded, your opponent draws 2 cards. (When this card is attached, your opponent controls this card.) | Fire | Mission |
Strength of Jutsu | m218 | U | Permanent (1) Target: 1 Ninja Effect: Attach this card to the target. The Jutsu cards used by the target cannot be negated by your opponent's effects. | Water | Mission |
Desperate Persuasion | m219 | C | Permanent Target: 1 of your opponent's Ninjas Effect: Attach this card to the target. Flip a Ninja Blade coin at the beginning of each Battle Phase; If it's heads, the target cannot be sent out to Battle during the turn. If it's tails, move this card to | Wind | Mission |
Dedication Ceremony | m220 | C | Permanent Effect: When either player wins a total of 5 or more Battle Rewards, discard this card. In that case, that player draws 4 cards and moves 2 cards from their hand to their Chakra area. This card cannot be played when you have 3 or more Battle Re | Lightning | Mission |
Bossy Attitude | m221 | C | Target: 1 Ninja Effect: During this turn, if the target is sent out to Battle, it must be sent out as a Head Ninja, if possible. | Lightning | Mission |
My Rule | m222 | C | Permanent (3) Effect: Each time your Team wins 1 or more Battle Rewards as a result of the Showdown, you win 1 additional Battle Reward. When this card is played, select either of the following effects and apply it while this card remains in play. (1) You | Lightning | Mission |
Determination to Avenge | m223 | U | Target: Your in-play 'Sasuke Uchiha' Effect: If your opponent does not have 'Sasuke Uchiha' in play, move the target to their Village and send up to 2 of their Battle Rewards to their original owner's Chakra area. | Fire | Mission |
Mind Awakening Pill | m224 | R | Permanent (3) Target: 1 of your Ninjas Effect: Attach this card to the target. The target cannot be sent out to Battle. When the last Ninja Blade coin on this card is removed, place 2 Growth coins on the target. | Fire | Mission |
Blind Corner | m225 | C | Permanent (3) Effect: 'Byakugan' of every Ninja (if they have it) is negated. | Water | Mission |
Power of the Curse Mark | m226 | R | Target: 1 'The Four Sound Ninja' Ninja Effect: Place 1 Growth coin on the target. | Water | Mission |
Game | m227 | C | Effect: Your opponent flips a Ninja Blade coin twice and discards the same number of cards in their hand as the number of times they get tails. If they get heads both times, you discard 2 of the cards in your hand. | Water | Mission |
Emergency | m228 | C | Permanent Effect: During the Organization Phase, no 'Genin' Ninjas can be included in the same Team as 1 or more 'Chunin' or higher Rank Ninjas. | Wind | Mission |
Sudden Encounter | m229 | R | Counter Target: 1 of your opponent's Ninjas Effect: The target must be sent out to Battle, if possible. None of your Teams can block the target's Team. In the Showdown, the target's Team is considered to have been blocked by a Team with a Team Power of 7. | Wind | Mission |
The Triad Colored Pills | m230 | U | Permanent (3) Effect: Your in-play 'Choji Akimichi' gets 'Secret Pills.' | Earth | Mission |
True Worth of the Gentle Fist | m231 | C | Permanent Effect: The Power of every Ninja with 'Byakugan' cannot be reduced by the opponent's Jutsu cards. | Earth | Mission |
Shikamaru's Analysis | m232 | U | Target: 1 Ninja Effect: The target gets 'Mental Power: 4' during this turn. | Earth | Mission |
100 Times Greater Power | m233 | SR | Target: 'Choji Akimichi'+'Secret Pills' Effect: Discard the top X cards of your Deck to multiply the target's original printed Power by X during this turn. | Earth | Mission |
Sasuke Retrieval Team | m234 | R | Target: 1 'Genin' Ninja Effect: During this turn, the target's Team can include up to 5 'Genin' or lower Rank Ninjas including the target. | Earth | Mission |
Optimum Formation | m235 | ST | Effect: During this turn, each of your Teams gets +1 Team Mental Power. In addition, every Team performs a Mental Power Battle. | Earth | Mission |
Sudden Encounter | m236 | C | Counter Effect: All of your in-play Ninjas are unaffected by Mission cards during this turn. | Lightning | Mission |
Fake | m237 | U | Permanent Effect: Each time a Ninja uses a Jutsu card and its effect is applied successfully, the player who controls that Ninja draws 1 card and discards 1 card. | Lightning | Mission |
The Handsome Devil Returns | m238 | U | Counter Target: 1 of your injured Ninjas Effect: Heal the target and place it in any of your Teams in any position. The target gets +1/+1 during this turn and the next turn. | Lightning | Mission |
Man-Beast Transformation Combo | m239 | R | Effect: You can search for 1 'Double-Headed Wolf' Ninja card or 1 'Wolf Fang Over Fang' Justu card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. | Fire | Mission |
Berserk | m240 | U | Effect: Reveal the top 3 cards of your opponent's Deck. Move all the Jutsu cards among the revealed cards to their original owner's hand and discard the other cards. | Fire | Mission |
Predicament | m241 | C | Permanent Effect: Any Team with 1 or less Team Power cannot win any Battle Rewards in the Showdown. | Fire | Mission |
Vessel for Dreams | m242 | C | Permanent Effect: This card is also considered to be 1 Battle Reward of the player who controls this card while it is in play. Your opponent can discard 1 of their in-play Ninjas during their Mission Phase to move this card to their Village. While this ca | Water | Mission |
Kaguya Clan | m243 | R | Target: 1 of your Ninjas Effect: While Battling, every Ninja in the target's Team gets +2/+2 during this turn. The target cannot be sent out to Block during the next turn. | Water | Mission |
Monstrous Appearance | m244 | C | Permanent (2) Effect: All of your in-play 'Four Sound Ninjas' Ninjas and 'Kimimaro' get 'State 2'. This Mission card cannot be negated. | Water | Mission |
In the Darkness | m245 | U | Permanent Effect: Any Ninja cannot be moved to another Team or removed from play by the effects of the other player's Mission cards or Ninja cards. | Wind | Mission |
Ally of the Leaf Village | m246 | U | Counter Effect: If the number of your opponent's in-play Ninjas exceeds yours by 2 or more when you play this Mission card, you can deploy 1 Ninja. The Entrance cost of that Ninja has to be equal or less than the number of your opponent's in-play Ninjas. | Wind | Mission |
Busy Life | m247 | C | Permanent (2) Effect: Neither player can put any 'Satoosa' or 'Sannin' Ninjas in play or send them out to Battle. | Wind | Mission |
Selecting the Strongest | m248 | SR | Effect: Each player selects 1 symbol. Then, each player discards all their in-play Ninjas that do not have the symbol that they selected. | Water/Wind | Mission |
Sign for Reunion | m249 | C | Counter Effect: During this turn, each time 1 of your in-play Ninjas is discarded, move it to the top of its original owner’s Deck instead. | Earth | Mission |
Incurable Illness | m250 | U | Permanent (2) Effect: If there are 3 or more different symbols among a player's in-play Ninjas, that player cannot deploy any Ninjas. Each player can move 1 of their in-play Ninjas to their Chakra area at the beginning of their turn. | Earth | Mission |
Delay in the Assault | m251 | C | Permanent Effect: Neither player can play any 'Counter' Mission cards. | Water | Mission |
Concentration of Power | m252 | U | Target: 1 of your Ninjas Effect: During this turn, every Ninja in the target's Team uses their Combat value instead of Support value when calculating their Team Power. | Lightning | Mission |
One-On-One Fight | m253 | U | Target: (1) Any number of 'Leaf' Ninjas in 1 of your Teams (2) The same number of your opponent's Ninjas as target (1) Effect: Neither target (1) nor target (2) can be sent out to Battle during this turn. At the beginning of the Battle Phase o | Earth/Lightning | Mission |
Power of State 2 | m254 | SR | Permanent Effect: At the beginning of your turn, you can discard 2 of your Chakras. In that case, you can search for 1 Jutsu card that includes 'Requirements: State 2' in your Deck, show it to your opponent and place it in your hand. Then, shuffle your De | Water | Mission |
The Final Valley | m255 | U | Permanent (4) Effect: Any Ninja with the (Special Power) effect is unaffected by the opponent's Mission cards (except this card). | Fire/Lightning | Mission |
Visualization of Chakra | m256 | U | Permanent (3) Effect: Your 'Naruto Uzumaki' gets the following text: 'Valid: During the Exchange of Jutsu, you can discard X number of your Chakras to give this Ninja +X/+0 during this turn.' | Lightning | Mission |
Day of Separation | m257 | U | Target: (1) 1 of your Ninjas with the highest Combat value (2) 1 of your opponent's Ninjas with the highest Combat value Effect: Move both targets to their original owner's hand. | Lightning | Mission |
Another Way | m259 | R | Effect: After this turn ends, you can have 1 additional turn. Neither player can play any Mission cards during that additional turn. | Fire | Mission |
Orochimaru's Den | m260 | C | Effect: At the beginning of the Exchange of Jutsu, each player flips a Ninja Blade coin once for each Team they sent out to Battle this turn. Change the Head Ninja of every Team that got heads to injured status. | Water | Mission |
Repetition of the Tragedy | m261 | C | Permanent (2) Effect: At the end of their turn, each player must select 1 of the cards in their hand, if they have any, and discard it. | Water | Mission |
Protean | m262 | R | Effect: You can search for 1 Jutsu or Mission card among the top 5 cards of your Deck, show it to your opponent, and place it in your hand. Then, return the rest to the top of your Deck in any order you like. | Wind | Mission |
Information Gathering | m263 | U | Effect: Flip a Ninja Blade coin 3 times. Draw 1 card for each heads you get during the flips. | Wind | Mission |
Mobile Fortress | m264 | C | Target: 1 'Knight' Ninja card in your hand Effect: Put the target in play. | Earth/Fire | Mission |
Emergency Treatment | m265 | R | Target: (1) 1 of your Battle Rewards (2) All of your injured Ninjas Effect: Discard target (1) to heal target (2). | Earth | Mission |
Ugly Guinea Pig | m266 | C | Target: 1 of your Ninjas Effect: Move X number of your Ninjas in your hand to your Chakra area to place X number of Ninja Blade coin(s) symbolizing +1/+1 on the target. | Earth/Water | Mission |
Time for the Showdown | m267 | R | Effect: Each player can search for 1 Jutsu card in their Deck. Then, show it to the opponent at the same time and place it in their hand. Then, shuffle their own Decks. | Lightning | Mission |
Information about Orochimaru | m268 | C | Counter Effect: Look at the top 3 cards of your Deck and move any number of them to your Chakra area. Then, return the rest, if there is/are any, and shuffle your Deck. | Lightning | Mission |
Dull-Witted Brothers | m269 | C | Permanent (2) Effect: Every in-play Ninja's 'Mental Power' is considered to be 0. | Lightning | Mission |
Mission of Recapturing Prisoners | m270 | C | Counter Permanent (2) Effect: Each of your opponent's in-play 'Prisoner' Ninjas cannot be sent out to Battle. | Fire | Mission |
Screw-Up | m271 | U | Counter Permanent (2) Effect: Each time a player wins 1 or more Battle Rewards, they must discard the same amount of their Chakras if they have any. If the player has less Chakras than the Battle Rewards they won, they discard all of their Chakras. | Water | Mission |
Tsunade's Guess | m272 | C | Effect: Select either 'Ninja card' or 'Jutsu or Mission card' and reveal the top 4 cards of your Deck. If you have 1 or more selected type cards among the revealed cards, select 1 of the selected type cards among them and place it in your hand. If not, di | Fire | Mission |
Mutual Deception | m273 | C | Effect: Flip a Ninja Blade coin. If it's heads, you draw 2 cards. If it's tails, your opponent draws 1 card. | Fire | Mission |
Frustrated Ambition | m274 | U | Target: Every in-play 'Permanent' Mission card Effect: Return the target to its original owner's hand. | Fire | Mission |
Riot in High-Security Facility | m275 | C | Effect: You can search for any number of 'Prisoner' Ninja cards in your Deck, show them to your opponent and place them in your hand. Then shuffle your Deck. In that cse, your opponent randomly selects and discards the same amount of cards from your hand. | Water | Mission |
Signs of Madness | m276 | C | Target: 1 of your in-play 'Chunin' or higher Rank Ninjas Effect: Discard the target to win 1 Battle Reward. | Water | Mission |
Grudge about Food | m277 | C | Permanent (1) Effect: Your opponent cannot draw any card(s) during their Start Phase. Additionally, all of your opponent's in-play Ninjas get +1/+1. | Water | Mission |
Becoming a Pupil | m278 | C | Permanent Target: 1 Ninja with an Entrance cost of 2 or less Effect: Attach this card to the target. While this card is attached, the target gets 'Medical' and its Combat Attribute is changed to 'Medicine'. (If you attach this card to your opponent's Ninj | Wind | Mission |
Blush | m279 | C | Counter Permanent (2) Effect: Any 'Female' Ninja in the same Team as 1 or more 'Male' Ninja cannot be sent out to Attack. | Wind | Mission |
Gaining Time | m280 | C | Permanent (3) Effect: Each time a player wins an Outstanding Battle Reward, that player wins 1 Battle Reward instead. | Wind | Mission |
Battle between Insect Tamers | m281 | U | Effect: If you have 1 or more Ninjas with an 'Insect' Combat Attribute in play, put 2 Ninja Blade coins (each symbolizing an Insect coin) in play. Each Insect coin is considered to be a Ninja with 'Power: 0/1' (Healthy and Injured status) While you have t | Wind | Mission |
Training in the Moonlight | m282 | R | Effect: During this turn, each of your Chakras that is discarded to pay a Jutsu cost may be counted as 1 or 2 Chakras with the same symbol. (If a card has 2 or more symbols, select 1 of them.) | Earth | Mission |
Hinata in Captivity | m283 | SR | Permanent (3) Effect: Your opponent cannot win any Battle Rewards. However, during their Mission Phase, your opponent can discard 2 of the cards in their hand to discard this Mission card. | Earth | Mission |
Look for the Rare Bikochu | m284 | C | Permanent (3) Effect: At the end of your turn, you can flip a Ninja Blade coin twice. If you get heads both times, search for any Ninja card in your Deck, show it to your opponent, and place it in your hand. In that case, shuffle your Deck and discard thi | Earth | Mission |
Hive with Gigantic Larvae | m285 | C | Permanent (3) Effect: At the beginning of of your opponent's turn, they must select and discard 1 of their Chakras if they have any. | Earth | Mission |
Box Lunch | m286 | U | Target: 1 of your Chakras or 1 card in your Discard Pile Effect: Return the target to its original owner's hand. | Lightning | Mission |
Curry of Life | m287 | U | Target: 1 of your injured Ninjas Effect: Heal the target and flip a Ninja Blade coin: If it's heads, place 1 Growth coin on the target. | Lightning | Mission |
Origin of the Legend | m288 | SR | Permanent (2 Effect: The Hand cost of every 'Sannin' Ninja in your hand becomes 0. Additionally, every 'Sannin' Ninja card in your hand without 'Growth' gets 'Growth'. | Lightning/Water | Mission |
Perfect Disguise? | m289 | C | Permanent Target: 1 non-Platoon Ninja Effect: Attach this card to the target. While this Mission card is attached, 'Guy' is added to the end of the target's name. (When the target is 'Naruto Uzumaki,' its name becomes 'Naruto Uzumaki Guy.' If you attach | Lightning | Mission |
Wounds from the Lost Battle | m290 | C | Permanent Effect: When either player wins 1 or more Battle Rewards, the other player must discard 1 of the cards in their hand at the end of that turn. | Fire | Mission |
Leaf Village's Open Competition | m291 | C | Permanent Effect: Each time your opponent's Ninja with 1 or more Growth coins receives Damage during the Showdown and is discarded as a result, you can move 1 Growth coin from it onto 1 of your Ninjas currently on the Battlefield before the Ninja is disca | Fire | Mission |
No Power of Observation | m292 | U | Permanent (2 Effect: Teams cannot perform a Mental Power Battle. | Fire | Mission |
False Charge | m293 | C | Permanent Target: 1 Ninja Effect: Attach this card to the target. While this card is attached, the target gets a 'Wanted' Characteristic. (If you attach this card to your opponent's Ninja, they control this card. | Water | Mission |
Duel at OK Temple | m294 | C | Permanent Effect: Each time a 'Wanted' Ninja of either player is removed from play, the other player can win 1 Battle Reward and select and move 1 of the cards in their Discard Pile to their hand. | Water | Mission |
Visitors from the Darkness | m295 | C | Effect: During this turn, you can deploy 1 non-'Leaf' Ninja in addition to the regular deployment of a Ninja. | Fire/Water | Mission |
Final Separation | m296 | R | Target: 1 of your opponent's 'Leaf' Ninjas with an Entrance cost of 5 or less Effect: Move the target to your Village. However, you cannot target a Ninja if another Ninja in your Village has the same name. | Water | Mission |
Right Man for the Right Job | m297 | C | Permanent Effect: Ninjas with an Entrance cost that exceeds the value of your Turn Marker cannot be sent out to Battle by either player. | Wind | Mission |
No Sense of Direction | m298 | C | Permanent (3 Effect: Every Mission card in both players' hands gets +1 Hand cost. | Wind | Mission |
Wanted Poster with a Reward | m299 | R | Effect: If the value of your Turn Marker is 5 or less, draw 2 cards. If the value is 6 or more, select 1 of the cards in your opponent's hand at random and discard it. | Earth | Mission |
Temporary Team | m300 | C | Permanent (3 Effect: When you pay a Hand cost to deploy a Ninja during your Mission Phase, you can pay it with cards with any symbol. | Earth | Mission |
Survival on Mount Takurami | m301 | C | Effect: Players cannot win any Battle Rewards during this turn. At the beginning of the Showdown of this turn, place 1 Growth coin on every Ninja in your Non-Battling Teams. | Earth | Mission |
Funeral of the Living | m302 | C | Effect: Discard every Ninja card in both player's Chakra area. | Water | Mission |
Secret Activities | m303 | U | Effect: Draw 2 cards. | Fire | Mission |
Threat of the Akatsuki | m304 | R | Permanent (3 Effect: 'Akatsuki' Ninjas get +1/+1. Additionally, 'Akatsuki' Ninjas cannot be affected by the effects of your opponent's Jutsu cards. | Fire/Water | Mission |
Lots of Energy | m305 | R | Effect: Draw 2 cards. During this turn, you cannot move up your Turn Marker. | Lightning | Mission |
Right Guess | m306 | C | Effect: Look at all the cards in your opponent's hand, select 1 of the non-Ninja cards among them, and return it to the bottom of its original owner's Deck. Then, your opponent draws 1 card. | Earth | Mission |
Penniless Man | m307 | C | Permanent (4 Effect: At the end of your turn, if you have no cards in your hand, draw 1 card. This effect cannot be duplicated. | Lightning | Mission |
Self-Sacrifice | m308 | C | Permanent Effect: When any of your Ninjas receive any Damage by your opponent's Jutsu card or by the effect of your opponent's Ninjas, you can send this card to your Chakra area. In that case, negate the Damage. | Fire | Mission |
Cooking Match! | m309 | U | Effect: Your opponent selects a number from 1 to 9. Then, you reveal X number of the cards in your hand so that the total of the Entrance costs of the revealed cards becomes the same as the selected number. If you succeed, you win the same number of Battl | Fire | Mission |
Under a Starry Sky | m310 | R | Target: X number of the cards in your Discard Pile Effect: Return the target to the top of their original owner's Deck in any order you like. X = the number of your in-play 'Leaf + Genin' Ninjas. | Earth/Wind | Mission |
Island of Mysterious Abductions | m311 | C | Target: 1 of your opponent's 'Genin' Ninjas with an Entrance cost of 1 or less Effect: Return the target to the bottom of its original owner's Deck. | Water | Mission |
Sea Monster Panic | m312 | R | Permanent (4 Effect: Every 'Sea Monster' Ninja gets +1/+1. This effect cannot be duplicated. During your Mission Phase, you can move 1 of the coins on this card to 1 of your in-play Ninjas as a 'Sea Monster' coin. While this card is in play, a Ninja with | Water | Mission |
Ache of the Curse Mark | m313 | C | Effect: 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 | Mission |
Blocked Memory | m314 | R | Permanent Effect: While your Turn Marker is 2 or less, players cannot win any Battle Rewards. | Wind | Mission |
Flying into the New Era | m315 | R | Counter Permanent Effect: You move the Turn Marker at the beginning of your turn instead of at the end. | Wind | Mission |
Cursed Samurai in White | m316 | U | Counter Effect: During this turn, your opponent cannot move up their Turn Marker. | Wind | Mission |
False Jutsu | m317 | C | Permanent Effect: The Jutsu cost of every Jutsu card that includes 'Requirements: Itinerant Ninja' can be paid by Chakras with any symbol. | Earth | Mission |
Out-Of-Mission Activities | m318 | C | Permanent Effect: Stand-By Ninjas cannot be affected by the effects of your opponent's Jutsu cards or your opponent's Ninjas. | Earth/Wind | Mission |
Clear Sky | m319 | R | Effect: Select 1 of the players. Move every card in that player's Chakra area and Discard Pile to their original owner's Deck and shuffle it. | Earth/Water | Mission |
Youths of the Land of Fire | m320 | R | Permanent (3 Effect: When you deploy a 'Leaf' Ninja, place 1 Growth coin on that Ninja. | Fire/Lightning | Mission |
Youths of the Land of Wind | m321 | R | Permanent (3 Effect: When you deploy a 'Sand' Ninja, place 1 Growth coin on that Ninja. | Earth/Wind | Mission |
Hot-Blooded Tuition | m322 | SR | Effect: If you only have either 'Rock Lee' or 'Might Guy' in play, both players reveal their hand and discard every Jutsu card in their hand. If you have both 'Rock Lee' and 'Might Guy' in play, your opponent reveals their hand and discards every Jutsu ca | Lightning | Mission |
Important Promise | m323 | ST | Effect: If you have no 'Prince' Clients in play, search for 1 'Prince' Client card in your Deck, show it to your opponent and place it in your hand. In that case, shuffle your Deck. However, if you have a 'Prince' Client in play, place 2 Ninja Blade coins | Lightning | Mission |
Writing Novels | m324 | U | Effect: Each player reveals the top 5 cards of their Deck and places 1 Jutsu card among the revealed cards in their hand. Then, they return the rest and shuffle their Deck. However, if a player doesn’t have any Jutsu cards among the revealed cards, | Fire | Mission |
A Piece of Star | m325 | R | Permanent Effect: At the beginning of your turn, place 1 Ninja Blade coin (symbolizing a Meteorite coin on 1 of your in-play 'Star' Ninjas. Ninjas with a Meteorite coin get +1/+1 for each Meteorite coin on it. At the end of the turn, discard every Ninja | Lightning | Mission |
Communication | m326 | U | Effect: You can search for 1 'Circus' + 'Animal' Ninja or 1 'Land of Moon' Client card in your Deck, show it to your opponent and place it in your hand. While this Mission card is in your Chakra area, your 'Circus' + 'Animal' Ninjas get +1/+1. | Fire | Mission |
Purchasing a whole Circus | m327 | U | Permanent Effect: During your Mission Phase, you can discard 3 cards from your hand. In that case, you win 1 Battle Reward. | Fire | Mission |
Extremely Rich | m328 | U | Target: 1 Ninja Effect: Discard as many cards as you like from your hand. In that case, place the same amount of Growth coins on the target. | Fire | Mission |
New Vessel | m329 | U | Permanent Target: Your 'Orochimaru' Effect: Select 1 of the Ninja cards in your Chakra area with an Entrance cost of 4 or less. In that case, the target gets the same effect texts as that Ninja card while that Ninja card is in your Chakra area. When the t | Water | Mission |
Temporizing Threat | m330 | R | Counter Permanent (2 Target: 1 of your opponent's Ninjas Effect: Every time the target is send out to Battle, you draw 1 card. This effect cannot be duplicated. | Water | Mission |
Vision of the Future | m331 | R | Permanent (2 Effect: Designate a card name. When this Mission card is sent to your Chakra area by removing the last Ninja Blade coin on it, search your deck for one copy of the designated card, show it to your opponent and place it in your hand. Then, shu | Water | Mission |
Cure for the Petrification | m332 | C | Target: 1 Ninja Effect: Remove all Petrification coins on the target, if there is any. Additionally, if the target is injured, heal the target. | Wind | Mission |
Gas Mask | m333 | U | Counter Permanent Effect: Your Ninjas cannot receive any Damage by the effects of your opponent's Mission cards. | Wind | Mission |
Restart | m334 | C | Effect: Discard all the cards in your hand and your Chakra area. After this turn ends, you can have 1 additional turn. You must discard a minimum of 1 card for this effect to be applied. | Wind | Mission |
Hell Valley | m335 | U | Permanent Effect: Ninjas that are sent out to Battle as the Head Ninjas receive 1 Damage at the end of that turn. This effect cannot be duplicated. | Earth | Mission |
Rashness | m336 | C | Permanent (2 Effect: At the beginning of the Mission Phase, the Blocker for the turn looks at the opponent's hand, selects 1 card among them and discards it. | Earth | Mission |
Ambush | m337 | U | Permanent (2 Effect: Every Ninja card in your Chakra area with an 'Earth' symbol gets 'Ambush'. | Earth | Mission |
Running to the Setting Sun | m338 | C | Permanent (3 Effect: Your injured status Ninjas get +2/+0. At the beginning of your Mission Phase, you can flip a Ninja Blade coin; if it's heads, you can place 1 Ninja Blade coin on this Mission card. | Lightning | Mission |
Treat | m339 | R | Permanent (2 Effect: Your opponent selects 1 of your Ninja cards. Each time that Ninja is sent out to Battle, draw a card. | Lightning | Mission |
Back to the Leaf Village | m340 | C | Permanent (2) Effect: Each Player counts the number of their Battle Rewards. When this Mission card is removed from play by removing the last coin, each player discards their Battle Rewards until they have the same number that was counted. | Fire | Mission |
Abandonment | m341 | U | Effect: Search for 1 'Zabuza Momochi' or 'Haku' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. | Water | Mission |
Ambitious Squad | m342 | U | Effect: Put 1 Ninja card in your Chakra area with “The Four Sound Ninja” + “Ambush” + “An Entrance cost of 3” into play. | Water | Mission |
Madness | m343 | U | Permanent (3 Effect: Each time your Team with 3 or more 'Female' Ninjas is sent out to Battle and Defeated or Completely Defeated, you can give 1 Damage to 1 of your opponent's Ninjas. | Wind | Mission |
Remarkable Growth | m344 | ST | Permanent (3 Target: 1 of your 'Genin' Ninjas Effect: At the end of your turn, if the target was not moved to the Battlefield during that turn, you can place 1 Growth coin on the target. You cannot place Growth coins by this effect if the target already h | Lightning | Mission |
Oath of Tears | m345 | R | Permanent (4 Effect: When 1 of your Ninjas is discarded due to Showdown, you can move this in-play Mission card to your Chakra area. In that case, put that Ninja in play and place 1 Growth coin on it. | Earth | Mission |
My Way of the Shinobi | m346 | R | Effect: If you win 2 or more Battle Rewards this turn, draw 2 cards at the end of the turn. | Lightning | Mission |
Browbeater | m347 | R | Target: Every Ninja with a Turn cost of 3 or less Effect: Give 1 Damage to the target. | Fire | Mission |
Tracking by Ninja Hounds | m348 | R | Effect: You can reveal 1 'Ninja Dog' Ninja card in your hand, then shuffle it into your Deck. In that case, draw 3 cards. | Fire | Mission |
Quarrel | m349 | R | Effect: During the Showdown of this turn, the Battle result of all Battling Teams becomes a Draw. | Wind | Mission |
Affected Body | m350 | C | Permanent Effect: Players must discard the top card of their Deck each time they send a Team out to Battle. | Fire | Mission |
Binding Destiny | m351 | C | Effect: Each player shuffles all the cards in their Discard Pile into their Deck. | Wind | Mission |
Inquiry | m352 | R | Effect: Heal all your injured Ninjas and place 1 Growth coin on them. | Lightning | Mission |
Being a Fool | m353 | U | Permanent (3 Effect: At the beginning of each player's turn, give 1 Damage to a Ninja(s with the highest Mental Power value among all the in-play Ninjas. | Lightning | Mission |
The ones Moving in the Dark | m354 | C | Effect: Move 1 Ninja cards with 'Ambush' in your Discard Pile to your Chakra area. | Earth/Water | Mission |
The Final Valley | m355 | U | Permanent Effect: When this Mission card comes into play, search for 1 Ninja card with both the (OVERFLOWING CHAKRA) effect and an Entrance cost of 4 or lower in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. | Fire/Lightning | Mission |
The Symbol of the Proud Clan | m356 | R | Permanent Effect: All your in-play Ninjas with 'Uchiha' in their names get +1/+1. Additionally, Ninja cards with 'Uchiha' in their names in your hand gets -1 Entrance cost. | Fire | Mission |
Melee | m357 | U | Effect: Each player moves all the cards in their hand to their Chakra area and draw the same amount of cards. | Earth/Fire | Mission |
Charm | m358 | C | Permanent (2 Effect: At the beginning of your turn, heal all your injured status 'Genin' Ninjas. | Wind | Mission |
Inauguration | m359 | U | Permanent Effect: When you deploy a 'Satoosa' Ninja, you can search for 1 Jutsu card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. | Fire/Wind | Mission |
What the Ogre has left | m360 | C | Permanent Effect: When your 'Zabuza Momochi' is discarded due to Showdown, or removed from play by your opponent's effects, you can search for 1 'Zabuza Momochi' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle y | Water | Mission |
Eight Inner Gates | m361 | U | Effect: Move your Turn Marker up by 5. At the end of this turn, move your Turn Marker down to 0. | Lightning | Mission |
Left Alone | m362 | R | Permanent Effect: At the end of your turn, give 1 Damage to every Ninja in a Team of only 1 Ninja. | Fire | Mission |
Overflowing Red Chakra | m363 | C | Permanent Effect: While your 'Naruto Uzumaki' is in injured status, it gets the following effect text: 'Valid: Jutsu cards used by this Ninja cannot be negated. ' | Lightning | Mission |
Dangerous Intruder | m364 | U | Counter Effect: Put in play 1 Ninja card from your Chakra area with 'Ambush'. | Fire/Water | Mission |
New leader of the Village | m365 | U | Permanent (2 Effect: Each of your Ninjas with an Entrance cost of 5 or more cannot be Blocked by your opponent's Ninja(s with an Entrance cost of 1 or less. | Wind | Mission |
Round-Table Conference | m366 | C | Counter Effect: Discard 1 in-play Client card. | Earth | Mission |
Sending Off | m367 | C | Permanent (3 Effect: During your Mission Phase, you can discard 2 of your Chakras. In that case, you can move 1 of your in-play Ninja cards to its original owner's hand. | Earth/Wind | Mission |
Growth of the Two | m368 | R | Permanent Effect: Growth coins on your Ninjas are considered to be +2/+2 instead. | Lightning/Wind | Mission |
Existence of Tailed Beast | m369 | U | Effect: You can reveal 1 'Nine-Tailed Fox Spirit' Ninja card in your hand. In that case, randomly select and move 1 of your opponent's Battle Rewards to your hand. | Lightning | Mission |
Powerful Help | m370 | C | Permanent (2 Effect: When this Mission card's effect is applied, put in play 1 Ninja card from your Chakra area. That Ninja can only be sent out to Block and is discarded when this Mission card is removed from play. | Lightning | Mission |
Art is an explosion! | m371 | R | Target: Each of your opponent's Ninjas with 1 or more 'Bomb' coins Effect: If you have 'Deidara' in play, give 1 Damage to the target. | Earth | Mission |
Akatsuki Gathered | m372 | C | Effect: Search for 1 'Akatsuki' Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. | Earth/Water | Mission |
The ones who interrupt | m373 | C | Permanent (4 Effect: At the beginning of the Battle Phase of your opponent's turn, you can organize your Teams. | Fire/Water | Mission |
Revenge for My Son | m374 | C | Permanent (4 Effect: Each time your Team with 3 or more Ninjas is Defeated or Completely Defeated, draw 1 card. | Earth | Mission |
Sasori of the Red Sand | m375 | R | Effect: Search for 1 Ninja card with a 'Manipulation' Combat Attribute in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. | Wind | Mission |
Playing Dead | m376 | U | Permanent (3 Target: 1 Ninja Effect: Attach this card to the target. The target cannot be affected by Jutsu cards. If you attach this card to your opponent's Ninja, they control this card. | Earth | Mission |
Heroic Whirl Wind | m377 | R | Permanent Effect: Each time your 'Leaf' Ninja becomes a user of a Jutsu card, that Ninja gets +2/+2 during that turn. | Lightning | Mission |
Tyrannical Storm | m378 | R | Permanent Effect: Each time your non-'Leaf' Ninja becomes a user of a Jutsu card, that Ninja gets +2/+2 during that turn. | Water | Mission |
West Gate, North Gate | m379 | C | Permanent Effect: 'Tayuya' and 'Sakon' are considered to be in your Village. However, you still can put in play 'Tayuya' and 'Sakon'. While you have 4 'The Four Sound Ninja' Ninjas in play, each of them gets +1/+1. | Water | Mission |
South Gate, East Gate | m380 | C | Permanent Effect: 'Jirobo' and 'Kidomaru' are considered to be in your Village. However, you still can put in play 'Jirobo' and 'Kidomaru'. While you have 4 'The Four Sound Ninja' Ninjas in play, each of them gets +1/+1. | Water | Mission |
The one who lives within | m381 | SR | Permanent Effect: During your Mission Phase, you can discard the top 3 cards of your Deck. In that case, draw 1 card. | Lightning | Mission |
Raid By Anbu | m382 | U | Effect: Put in play any number of 'Anbu' Ninja cards from your Chakra area and/or Discard Pile even if you already have 1 or more Ninjas with the same name in play. | Fire | Mission |
Teacher and pupils | m383 | C | Permanent Effect: Each Time you put in play 'Jiraiya' or 'The 4th Hokage', you can search for the other Ninja card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. | Lightning | Mission |
Great Memory | m384 | C | Permanent Effect: At the beginning of the Battle Phase of your opponent's turn, you can look at the top 2 cards of your Deck and return them in any order you like. | Wind | Mission |
A Mark | m385 | U | Permanent (2 Effect: You can discard 1 Jutsu card with 'Requirements: 'Insect' Combat Attribute' and/or 'Requirements: 'Shino Aburame'' from your hand. In that case, search for 1 card in your Deck, show it to your opponent, and place it in your hand. Then | Wind | Mission |
Arbitration | m386 | R | Counter Target: (1 1 of your opponent's Ninjas (2 1 of your in-play Ninjas with an Entrance cost equal to or higher than target (1's Effect: Move both target (1 and (2 to their owner's Chakra area. | Wind | Mission |
Oath of Vengeance | m387 | U | Effect: Each player counts the number of Ninja cards in their Discard Pile. If the number of Ninja cards in your Discard Pile exceeds your opponent's by 2 or more, move your Turn Marker up by 2. | Wind | Mission |
Welling Up Red Chakra | m388 | C | Permanent Effect: At the beginning of your Mission Phase, you can move the top card of your Deck to your Chakra area. | Lightning | Mission |
Secret of Uchiha Clan | m389 | U | Permanent Effect: Each time a Ninja or Clinet which includes 'Uchiha' in its name is put in play, discard the top 3 cards of your opponent's Deck. | Fire | Mission |
On the Stump | m390 | C | Permanent (2 Effect: Each player selects 1 of their opponent's Ninjas. While this Mission card is in play, the selected Ninjas cannot be sent out to Battle. | Wind | Mission |
Debt | m391 | R | Effect: Draw 3 cards and then discard 2 cards. | Earth | Mission |
A Preach | m392 | C | Permanent Effect: Teams of only 1 'Genin' or lower Rank Ninjas cannot be sent out to Battle by itself. | Earth | Mission |
Found You! | m393 | C | Effect: Each player reveals their hand. Then, each player moves 1 Ninja card with the highest Entrance cost among them, if there is any, to their Chakra area. | Water | Mission |
Wonderful Days | m394 | U | Permanent Effect: When this Mission card's effect is applied, your opponent can organize their Teams. Only Teams that include both 'Male' and 'Female' can be sent out to Attack. | Fire/Wind | Mission |
Wager | m395 | C | Permanent (2 Effect: Players cannot put in play any Ninjas with an odd nummber Entrance cost. (0 is considered to be an even number. | Lightning | Mission |
A Gift | m396 | U | Permanent (4 Effect: Each time 1 of your 'Male' Ninjas is discarded due to the Showdown, you can place 1 Growth coin on 1 of your 'Female' Ninjas at the end of that turn. | Wind | Mission |
BBQ | m397 | R | Permanent (2 Effect: When this Mission card's effect is applied, draw 2 cards. While this card is in play, you cannot draw any cards during your Start Phase. | Earth | Mission |
Preparation | m398 | C | Permanent (2 Effect: At the beginning of your Mission Phase, you can move the top 2 cards of your Deck to your Chakra area. | Fire | Mission |
Ino-Shika-Cho Trio | m399 | U | Permanent (2 Effect: Each Time you put in play either 'Inoichi Yamanaka', 'Shikaku Nara' and/or 'Choza Akimichi', you can search for 1 of those Ninja cards in your Deck, show it to your opponent, place it in your hand. Then, shuffle your Deck. | Earth | Mission |
Inuzuka Clan | m400 | U | Permanent Effect:Your 'Ninja Dog' Ninjas get +1/+1. | Fire | Mission |