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Naruto CCG / TCG<br>Collectible Card Game<B><BR>MISSION CARD<br>SPOILER LIST<BR>M201 thru M400</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
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


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