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Naruto CCG / TCG<br>Collectible Card Game<B><BR>NINJA CARD<br>SPOILER LIST<BR>N201 thru N400</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
Tsunade n201 SR (Legendary Sitting Duck) Every time your opponent flips a Ninja Blade coin(s) on a single occasion, the first result is always considered to be heads. Wind Ninja
Kisame Hoshigaki n202 SR (Mysterious Man from the Hidden Mist Village) Valid: If this Ninja is sent out to Attack, you can select and discard up to 2 of your opponent's Chakras at the end of the turn. Water Ninja
Itachi Uchiha n203 SR (True Heir to the Sharingan) While your opponent does not have any Ninjas with 'Sharingan Eye' in play, this Ninja cannot receive any Damage during the Showdown. Fire Ninja
Naruto Uzumaki & Jiraiya n204 STSR (Master and Pupil) While this Ninja is in your hand and your Village has 'Naruto Uzumaki' in injured status, this Ninja gets -1 Entrance cost. Earth/Lightning Ninja
Naruto Uzumaki n205 C (Mastering a Secret Technique) Valid: While this Ninja is in injured status, if it is sent out to Battle and opposed, you can flip a Ninja Blade coin; If it's heads, return 1 'Rasengan' Jutsu card in your Chakra area or your Discard Pile to its original Lightning Ninja
Sakura Haruno & Ino Yamanaka n206 R (Rivalry in Love) Valid: While this Ninja is in the same Team as 'Sasuke Uchiha,' it gets +0/+1. Earth/Wind Ninja
Konohamaru n207 C (Building a Barricade) When this Ninja is put in play, your opponent cannot use any Mission cards during the following turn. Lightning Ninja
Mitate n208 C (Medical Ninjutsu) Valid: When this Ninja is sent out to Block, you can heal 1 of your in-play Ninjas at the end of the turn. Earth Ninja
Nawaki n209 U (12th Birthday) When this Ninja is put in play, draw 1 card. Valid: Discard this Ninja and draw 1 card at the end of the turn it is put in play. Fire Ninja
Dan n210 U (Unrealized Dream) When this Ninja is put in play, draw 1 card. Valid: Discard this Ninja and draw 1 card at the end of the turn it is sent out to Battle and opposed. Fire Ninja
Shizune n211 R (Attendant) Valid: While this Ninja is in play, the card text of your in-play 'Tsunade' is negated. Wind Ninja
Tonton n212 C (Pet) Valid: This Ninja cannot be the user of Jutsu cards. Valid: During the Mission Phase that you deployed either 'Tsunade' or 'Shizune,' you can deploy an additional Ninja. Wind Ninja
Gamatatsu n213 C (Toad Family) Valid: This Ninja cannot be the user of Jutsu cards. Valid: Every 'Ninja Toad' Ninja in your hand gets -1 Entrance cost. Lightning Ninja
Big Brother n214 C (One Mistake after Another) When this Ninja is put in play, you can move 1 in-play 'Permanent' Mission card to its original owner's Chakra area. Fire Ninja
Gantetsu n215 C (Legendary Ninja of Darkness) When this ninja is sent out to Battle and opposed, your opponent moves 1 of the cards in their hand to the top of their Deck. When this Ninja's Team is Defeated or Completely Defeated, your opponent draws 2 cards. Earth Ninja
Kabuto Yakushi n216 R (Impact of the Jutsu) While this Ninja is the Head Ninja, the Head Ninja Battling against it uses its Injured status values when calculating Team Power during the Showdown. Water Ninja
Orochimaru n217 SR (Deal) When this Ninja is put in play, your opponent can draw 1 card. If they choose to draw, you win 1 Battle Reward after the draw. If they do not, you can select up to 2 of the cards in their hand at random and discard them. Water Ninja
Jiraiya n218 R (Effects of the Medicine) This Ninja is put in play in injured status. Valid: Heal this Ninja at the end of the turn it is put in play. Lightning Ninja
Tsunade n219 SR (Breakdown of Negotiations) This Ninja gets +1/+0 during the turn it is put in play. While you have 2 or more injured Ninjas in play, this Ninja gets -2/+0. Wind Ninja
Gamabunta n220 SR (Confrontation after a Long Separation) This Ninja cannot be put in play unless you have 'Jiraiya' in play. While this Ninja is in your hand and either player has a 'Snake' or 'Slug' Ninja in play, this Ninja's Entrance cost becomes 0. Lightning Ninja
Manda n221 SR (Risky Bet) Valid: At the beginning of your turn, if you do not have 'Orochimaru' in your Village, discard 1 of your in-play Ninjas except this Ninja. Water Ninja
Katsuyu n222 SR (Reunion) This Ninja cannot be put in play unless you have 'Tsunade' in play. Valid: When this Ninja is discarded due to Damage, return it to its original owner's hand. Wind Ninja
Tsunade & Shizune n223 SR (Debts) Valid: When this Ninja is put in play, draw 2 cards. At the end of the same turn, move 2 of the cards in your hand to the bottom of your Deck. Earth/Wind Ninja
Naruto Uzumaki n224 U (RIVALRY) Valid: While your opponent has 'Sasuke Uchiha' in play, this Ninja gets +2/+0. Lightning Ninja
Sasuke Uchiha n225 U (RIVALRY) While your opponent has 'Naruto Uzumaki' in play, this Ninja gets +2/+0. Fire Ninja
Kiba Inuzuka & Akamaru n226 C (OUTING) When this Ninja is sent out to Attack and is not blocked, you can select 1 of your opponent's Battle Rewards at random and move it to its original owner's hand. In that case, move 1 of the cards in your hand to your opponent's Battle Reward are Earth/Fire Ninja
Shikamaru Nara n227 R (THE ONLY ONE TO MOVE UP) Valid: If this Ninja is sent out to Attack with a 'Genin' Ninja as the Head Ninja, that 'Genin' Ninja gets +1/+0 during the turn. Valid: If this Ninja is sent out to Block with a 'Genin' Ninja as a Back Ninja, that 'Genin' Ninj Earth Ninja
Choji Akimichi n228 C (THE LAST PIECE) Valid: While your opponent has 4 or more Battle Rewards, this Ninja gets +2/+0. Earth Ninja
Kakashi Hatake n229 R (STOPPING THE FIGHT) When this Ninja is put in play, each player must choose 1 of their in-play 'Genin' Ninjas, if they have any, and return it to its original owner's hand. Fire Ninja
Hinata Hyuga n230 C (MY HERO) Valid: While you have 'Naruto Uzumaki' in play, this Ninja gets +0/+1. Earth Ninja
Neji Hyuga n231 U (360-DEGREE FIELD OF VISION) Valid: When this Ninja is sent out to Attack, you can select and look at all the cards in your opponent's hand except one. Earth Ninja
Shikamaru Nara n232 C (APTITUDE FOR LEADERSHIP) This Ninja can only be included in a Team with only 'Genin' Ninja(s). Earth Ninja
Naruto Uzumaki & Konohamaru n233 U (PLAYING NINJA) At the beginning of the Battle Phase, you can change this Ninja to injured status. Valid: Every in-play 'Ninja Academy Student' Ninja except this Ninja gets +1/+1. Fire/Lightning Ninja
Shikamaru Nara & Choji Akimichi n234 R (LONGTIME PARTNER) When this Ninja is sent out to Attack, it gets +1/+0 during the turn. When this Ninja is sent out to Block, it gets +0/+1 during the turn. Earth/Lightning Ninja
Naruto Uzumaki n235 C (PROMISE) Valid: When this Ninja's Team wins 1 or more Battle Rewards as a result of the Showdown, select and move 1 of your opponent's in-play Ninjas, of which you are the original owner, to your Village. Lightning Ninja
Sasuke Uchiha n236 R (DISAPPEARANCE) When your opponent puts a 'Orochimaru' or a second 'The Four Sound Ninja' in play, move this Ninja to your opponent's Village. Fire Ninja
Sakura Haruno n237 C (TEARS) Valid: While your opponent has 'Sasuke Uchiha' in play, the Power of your in-play 'Naruto Uzumaki' gets +1/+0. Wind Ninja
Shikamaru Nara n238 R (INVULNERABLE FORMATION) You can organize a Team of 5 Ninjas with this Ninja and 4 other 'Genin' Ninjas. Earth Ninja
Choji Akimichi n239 R (THE MOST SECRET PILLS) When this Ninja is put in play, you can search for 1 'The Triad Colored Pills' Mission card in your Deck, show it to your opponent, and place it in your hand. Then, shuffle your Deck. Earth Ninja
Neji Hyuga n240 C (FIGHTING WITH DETERMINATION) Valid: While this Ninja is in injured status, it is not discarded even if it receives any Damage. Additionally, if this Ninja receives any Damage while in injured status, return this in-play Ninja to the top of its original Earth Ninja
Kiba Inuzuka n241 U (LEADING SCOUT) When this Ninja is sent out to Attack as a Head Ninja, its Team cannot be blocked by a Team of 1 Ninja. Fire Ninja
Akamaru n242 C (FOUR AGAINST TWO) Valid: While 'Kiba Inuzuka' is in the same Team as this Ninja, that 'Kiba Inuzuka' gets +1/+0. Fire Ninja
Genma Shiranui n243 C (ENCOUNTER BATTLE) When this Ninja is put in play, draw 1 card. If this Ninja's Team is blocked by 1 or more non-'Leaf' Ninjas, discard 1 of your Chakras. Fire Ninja
Raido Namiashi n244 C (ENCOUNTER BATTLE) If this Ninja is put in play when you have 1 or less Battle Reward, you win 1 Battle Reward. If this Ninja's Team is blocked by 1 or more non-'Leaf' Ninjas, discard 1 of your Chakras. Fire Ninja
Iwashi Tatami n245 U (MISSION ACCOMPLISHED) Valid: When this Ninja is sent out to Battle, place a Ninja Blade coin (symbolizing a Mission coin) on it. If this Ninja has 2 or more Mission coins at the end of your turn, you can remove them to draw 1 card. Lightning Ninja
Shizune n246 C When 1 of your Ninjas receives a total of 2 or more Damage from a Jutsu card, you can reduce the Damage by 1. This effect can be applied up to twice per turn. Wind Ninja
The Fifth Hokage n247 SR (RECOMMENDATION) At the beginning of your turn's Battle Phase, you can place 1 of your 'Leaf + Genin' Ninjas in any of your Teams in any position. Wind Ninja
Idate Morino n248 C (SWIFT RUNNER) If you have 1 or more Ninjas with a 'Lightning' symbol in play, this Ninja is not included in the '1 Ninja per turn' restriction. Lightning Ninja
Aoi Rokusho n249 U (IMPEDER) When this Ninja's Team wins a Victory or an Outstanding Victory, move 1 of your opponent's Battle Rewards, if they have any, to its original owner's Chakra area. Water Ninja
Kidomaru n250 SR (STATE 1) At the beginning of your turn, If this Ninja has no Growth coins on it, you can discard 2 of your Chakras to place 1 Growth coin on it. Water Ninja
Jirobo n251 SR (STATE 1) At the beginning of your turn, If this Ninja has no Growth coins on it, you can discard 2 of your Chakras to place 1 Growth coin on it. Water Ninja
Sakon n252 SR (STATE 1) At the beginning of your turn, If this Ninja has no Growth coins on it, you can discard 2 of your Chakras to place 1 Growth coin on it. Water Ninja
Tayuya n253 SR (STATE 1) At the beginning of your turn, If this Ninja has no Growth coins on it, you can discard 2 of your Chakras to place 1 Growth coin on it. Water Ninja
Kimimaro n254 SR (FANATICAL ADORER) This Ninja is put in play in injured status. If you have either or both 'Orochimaru' or 'Kabuto Yakushi' in play when this Ninja is put in play, you can heal this Ninja at the end of the turn. Water Ninja
Orochimaru n255 R (Temporary Vessel) If this Ninja is in your hand at the end of your turn, you can send 1 of your in-play Ninjas with a 'Water' symbol and an Entrance cost of 4 or more to your Chakra area. In that case, put this Ninja in play in the same Team as that Ni Water Ninja
Naruto Uzumaki n256 C (Pure Anger) While your opponent has 1 or more 'Sound' Ninjas in play, this Ninja's healthy status Combat value becomes the same as its injured status Combat value. Lightning Ninja
Sasuke Uchiha n257 R (Thirst for Power) When this Ninja is put in play, discard 1 Jutsu or Mission card in your hand. If you do not, discard this Ninja. Valid: This Ninja cannot be removed from play by the effects of your opponent's Jutsu or Mission cards. Fire Ninja
Rock Lee n258 SR (Berserk) At the beginning of each of your turns, you can place a Ninja Blade coin (symbolizing a Potion coin) on this Ninja. Valid: Each Potion coin on this Ninja is treated as a Ninja Blade coin symbolizing +1/+1 during your turns and -1/-1 during yo Lightning Ninja
Itachi Uchiha n259 SR (Despair at the Clan) When this Ninja is put in play, you can discard X number of your in-play Ninjas. In that case, draw X number of cards. Fire Ninja
Fugaku Uchiha n260 U (Representative of the Clan) Valid: All your in-play Ninjas with 'Uchiha' in their names get +2/+0 except this Ninja. Fire Ninja
Mikoto Uchiha n261 C (Motherly Love) Valid: Your in-play 'Sasuke Uchiha' gets +1/+1. Fire Ninja
Rock Lee & Might Guy n262 SR (Passionate Master and Pupil) Each Ninja that receives Damage from this Ninja's Team due to the Showdown is moved to the bottom of its original owner's Deck. This Ninja cannot be removed from play by the effects of your opponent's Ninjas or Jutsu cards. Lightning/Wind Ninja
Sasuke Uchiha & Itachi Uchiha n263 U (Brothers) When you put this Ninja in play by sending your in-play “Sasuke Uchiha” to your Chakra area, you can put the same number of Growth coins that was on that “Sasuke Uchiha” on this Ninja. Fire/Wind Ninja
Shikamaru Nara & Temari n264 SR (Strong-Arm Tactics) During the Exchange of Jutsu, you can discard 2 of your Chakras. In that case, choose one of the following: This Ninja's Team and the Team Battling against this Ninja's Team perform a Mental Power Battle during the turn OR This Ninj Earth/Wind Ninja
Ukon n265 U (Demon from Hell) Valid: This Ninja can only be sent out to Battle in the same Team as 'Sakon'. Valid: When you are the Attacker, at the beginning of the Battle Phase, you may move this in-play Ninja into any of your Teams. Water Ninja
Kimimaro n266 R (Protection with Bones) Each time your opponent's Ninja uses a Jutsu card targeting any of your Ninjas in this Ninja's Team, i?cluding this Ninja, and its effect is applied successfully, the user of that Jutsu receives 1 Damage. Water Ninja
Doki n267 C (Demon from Hell) Valid: This Ninja can only be sent out to Battle in the same Team as 'Tayuya'. Valid: When you are the Attacker, at the beginning of the Battle Phase, you may move this in-play Ninja into any of your Teams. Earth Ninja
Gaara of the Desert n268 SR (A Great Debt) If this Ninja is in your hand during the Exchange of Jutsu, and you have less in-play Ninjas than your opponent, you can place this Ninja as the Head Ninja in your Team with only 'Leaf' Ninja(s) (The Entrance cost of this Ninja has to be Wind Ninja
Kankuro n269 U (Mimicry) Valid: While this Ninja is in the same Team as 1 or more 'Puppet' Ninjas, none of the Ninjas in this Ninja's Team, including this Ninja, can be the target of your opponent's Jutsu or Mission cards. Wind Ninja
Temari n270 U (Wind Pressure) When this Ninja is put in play, you can look at all the cards in your opponent's hand, select 1 Mission card of your choice if there is any, and discard it. Wind Ninja
Temari n270 U (alt art) (Wind Pressure) When this Ninja is put in play, you can look at all the cards in your opponent's hand, select 1 Mission card of your choice if there is any, and discard it. Wind Ninja
Black Ant n271 C (Puppet for Capture) Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a 'Manipulation' Combat Attribute. At the beginning of the Exchange of Jutsu, you can select 1 of your opponent’s Ninjas Battling against this Wind Ninja
Crow & Black Ant n272 U (Puppet Show) Valid: This Ninja can only be sent out to Battle in the same Team as a Ninja with a 'Manipulation' Combat Attribute. While this Ninja is Battling, the cost of any “Puppet Show, Secret Black Move, Iron Maiden” Jutsu card(s) in Earth/Wind Ninja
Double-Headed Wolf n273 R (Risky New Jutsu) This Ninja can only be put in play by the following: If this Ninja is in your hand during your Mission Phase, and you have both 'Kiba Inuzuka' and 'Akamaru' in play, you can put this Ninja in play by moving both those 'Kiba Inuzuka' an Fire Ninja
Naruto Uzumaki n274 U (Desperate Pursuit) Valid: When this Ninja is sent out to Attack by itself, select 1 of your opponent's Teams. This Ninja's Team can only be blocked by the selected Team. Lightning Ninja
Kiba Inuzuka n275 U (Last-Ditch Escape Attempt) Valid: While you have both this Ninja and 'Akamaru' in play, if either or both of them are discarded, those Ninjas are moved to the original owner's hand instead of the Discard Pile. Fire Ninja
Choji Akimichi n276 C (Determination to Repay the Trust) If this Ninja is a Back Ninja while you have 'Shikamaru Nara' in play, use this Ninja's Combat value instead of its Support value in calculating the Team Power of its Team. Earth Ninja
Neji Hyuga n277 R (For Those Who Believe in Me) Valid: When this Ninja is discarded while in injured status, you can give 1 Damage to 1 Ninja Battling against this Ninja. Earth Ninja
Naruto Uzumaki & Shikamaru Nara n278 SR (Reasonable Choice) Valid: During your opponent's Organization Phase, you can return this in-play Ninja to its original owner's hand. In that case, you can put up to 1 of each 'Naruto Uzumaki' and 'Shikamaru Nara' in your Discard Pile in play. Earth/Lightning Ninja
Kimimaro n279 SR (The Most Powerful Pike) While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. When this Ninja's Team wins a Victory, you win 1 Battle Reward. When this Ninja Water Ninja
Kidomaru n280 R (How to Beat the Game) While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. When this Ninja is sent out to Battle and opposed, you can flip a Ninja Blade coi Water Ninja
Jirobo n281 R (Meal) While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. When this Ninja is sent out to Battle, you can select and discard 1 of your opponent's Chakras. I Water Ninja
Sakon n282 R (Twin Demon Attack) While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. While this Ninja is in the same Team as 'Ukon,' it gets +2/+2. Water Ninja
Tayuya n283 R (Sound of the Evil Spell) While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. Every Ninja Battling against this Ninja gets -1/-1. Water Ninja
Tayuya n283 R (silver) (Sound of the Evil Spell) While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. Every Ninja Battling against this Ninja gets -1/-1. Water Ninja
Naruto Uzumaki n284 R (STURDY COURAGE) Valid: While this Ninja is in injured status, it gets +X/+0. X = the highest Entrance cost among your opponent's in-play Ninjas. Lightning Ninja
Sakura Haruno n285 R (TEAMWORK BETWEEN HIGH IQ NINJAS) While this Ninja is Battling as the Blocker in the same Team as 'Shikamaru Nara,' this Ninja's Team and your opponent's Team Battling against This Ninja's Team perform a Mental Power Battle. Wind Ninja
Shikamaru Nara n286 R (THINKING MODE) At the end of the turn that this Ninja was sent out to Attack, you can place a Growth coin on 1 Genin Ninja that has no Growth coins on it and was sent out to Attack in the same Team as this Ninja during this turn. Earth Ninja
Gaara of the Desert n287 R (SAND PROTECTION) When this Ninja receives 1 or more Damage on a single occasion, discard the same amount of your Chakra. Then, negate the Damage. If you can not, this Ninja receives Damage as usual. Wind Ninja
Naruto Uzumaki n288 SR (Special Power) While this Ninja is in your hand and the 'The Final Valley' Mission card is not in play, this Ninja gets +2 Entrance cost. Valid: This Ninja cannot be the target of your opponent's Jutsu cards and is unaffected by the effects of your op Lightning Ninja
Sasuke Uchiha n289 SR (Special Power) While this Ninja is in your hand and the 'The Final Valley' Mission card is not in play, this Ninja gets +2 Entrance cost. Valid: This Ninja cannot be the target of your opponent's Jutsu cards and is unaffected by the effects of your op Fire Ninja
Sakura Haruno n290 C (Search for Sasuke) Valid: While your opponent has 'Sasuke Uchiha' in play, this Ninja gets +0/+1. Wind Ninja
Iruka Umino n291 C (Accurate Analysis) Valid: All your in-play Ninjas with no effect texts (including the Ninjas with negated effect texts) get +1/+1. Lightning Ninja
Shizune n292 R (Intensive Care) At the end of your turn, you can discard 2 of your Chakras with a 'Wind' symbol. In that case, select and move 1 of the cards in your Discard Pile to the top of its original owner's Deck. Wind Ninja
Kakashi Hatake n293 SR (The Worst Outcome) At the end of the turn that this Ninja was sent out to Battle, you can move 1 of the 'Genin' only Ninjas in your Discard Pile to its original owner's hand. Fire Ninja
Jiraiya n294 R (Mission for Adults) Valid: While this Ninja is Battling, this Ninja gets +1/+0 for each 'Female' Ninja in its Team and -1/+0 for each 'Female' Ninja in the Team Battling against this Ninja. Lightning Ninja
Gaara of the Desert n295 R (Immense Power) When this Ninja is sent out to Battle, you can search for 1 Jutsu card with 'Requirements: 'Sand' Combat Attribute' in 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 Wind Ninja
Gaara of the Desert n295 R (alt art) (Immense Power) When this Ninja is sent out to Battle, you can search for 1 Jutsu card with 'Requirements: 'Sand' Combat Attribute' in 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 Wind Ninja
Sasame Fuma n296 C (Looking for My Cousin) At the end of your turn, you can discard 1 of your Chakras. In that case, put 1 'Fuma Clan' Ninja in your hand in play. (The Entrance cost of the Ninja has to be equal to or less than your Turn Marker.) Lightning Ninja
Kotohime n297 C (Entertainment that Brings Death) Every 'Male' Ninja Battling against this Ninja gets +0/-1 during the turn. Water Ninja
Hanzaki n298 C (Robber) When this Ninja is sent out to Battle and opposed, your opponent must discard 1 of their Chakras. Fire Ninja
Kamikiri n299 C (Huge Shears) When this Ninja is sent out to Attack, it gets +1/+0 during the turn. Earth Ninja
Jigumo n300 C (Silver Path) When this Ninja is sent out to Block, it gets +1/+0 during the turn. Earth Ninja
Kagero n301 U (Molting) Valid: During the Exchange of Jutsu, you can move this Ninja to your Chakra area. In that case, you can search for 1 'Kagero + Female' in your Deck and put it in play in any position in this Ninja's Team. Then, shuffle your Deck. Earth Ninja
Kagero n302 R (Once in a Lifetime) This Ninja cannot be put in play without using the (Molting) effect. When this Ninja is put in play, you can move 1 'Kagero' in your Chakra area to the top of your Deck. Valid: Move this Ninja to the bottom of its original owner' Earth Ninja
Arashi Fuma n303 C None Lightning Ninja
Arashi Fuma n304 U (Composite Body) This Ninja can use Jutsu cards with 'Requirements: Satoosa.' When this Ninja is put in play, discard 2 of your in-play 'Fuma Clan' Ninjas. If you do not, discard this Ninja. Water Ninja
Kimimaro n305 SR (Assault from Behind) While this Ninja is in your hand and you don't have the 'Power of State 2' Mission card in play, this Ninja gets +1 Entrance cost and +1 Hand cost. During the Exchange of Jutsu, you can switch the positions of the Head Ninja and a Water Ninja
Naruto Uzumaki & Sakura Haruno n306 R (Precious Friend) When this Ninja is put in play, place a Ninja Blade coin symbolizing +1/+1 on this Ninja for every 2 cards in your hand. (rounded down) Lightning/Wind Ninja
Naruto Uzumaki & Sakura Haruno n306 R (silver) (Precious Friend) When this Ninja is put in play, place a Ninja Blade coin symbolizing +1/+1 on this Ninja for every 2 cards in your hand. (rounded down) Lightning/Wind Ninja
Naruto Uzumaki n307 C (GREAT FOOL) Valid: While this Ninja is in injured status, neither player can discard or send any cards in the opponent's hand to their Chakra area by their effects. Lightning Ninja
Sasuke Uchiha n308 C (DIVERGENT PATHS) Valid: This Ninja cannot be sent out to Battle in the same Team as any 'Leaf' Ninjas. Fire Ninja
Ino Yamanaka n309 C (LEADERSHIP) Every 'Leaf + Genin' Ninja in this Ninja's Team except this Ninja gets +1/+1. Earth Ninja
Neji Hyuga n310 C (RECONCILIATION WITH THE MAIN HOUSEHOLD) Valid: Any Ninja(s) in this Ninja's Team including this Ninja cannot be affected by any of your opponent's Mission cards. earth Ninja
Tenten n311 U (PROJECTILE WEAPONS) This Ninja can use a Jutsu with a Jutsu cost of ? or ? without paying the Jutsu cost. earth Ninja
Pakkun n312 C (SMALL TRACKER) When you are the Attacker, at the beginning of the Battle Phase, you may move this in-play Ninja into any of your Teams. When this Ninja's Team wins 1 or more Battle Rewards, you can select up to 1 of your opponent's Battle Rewards at Lightning Ninja
Anko Mitarashi n313 R (BLOCKING THE AMBITION) When this Ninja is sent out to Attack as a Head Ninja, you can move 1 of your opponent's in-play 'Permanent' Mission cards to their Chakra area. Lightning Ninja
Yugao Uzuki n314 R (SWORD FOR VENGEANCE) Valid: When your Ninja with an Entrance cost of 3 or more is discarded after being in play, place 1 Growth coin on this Ninja. The maximum number of Growth coins this Ninja can have at any time due to this effect is 2. Wind Ninja
Shizune n315 R (EXCELLENT MEDICAL SKILLS) While this Ninja is Battling as a Back Ninja, if the Head Ninja of this Ninja's Team receives any Damage during the Showdown, you can discard 1 of your Chakras with a 'Wind' symbol. In that case, reduce the Damage to that Ninj Wind Ninja
Kakashi Hatake n316 R (GIFTED NINJA OF THE LEAF VILLAGE) Valid: If this Ninja becomes the user of 1 or more Jutsu cards, draw 1 card at the end of that turn. Fire Ninja
Might Guy n317 C (ULTIMATE TWO-STEP STRATEGY) Valid: If this Ninja's Team is Defeated, Completely Defeated, or Draws, place 1 Growth coin on this Ninja. Lightning Ninja
The Third Hokage n318 SR (PROFESSOR) Valid: When this Ninja is put in play, place 3 Ninja Blade coins symbolizing +1/+1 on it. At the beginning of each of your turns, you can discard 2 of your Chakras. If you do not, remove 1 of those coins. Fire Ninja
Jiraiya n319 R (PERSON OF ENDURANCE) This Ninja is unaffected by the effects of your opponent's Ninja, Mission, or Client cards. Lightning Ninja
Orochimaru n320 R (MASTER OF EVERY JUTSU) This Ninja can use any Jutsu card with a 'Water' symbol and printed Jutsu cost of 3 or less regardless of the Jutsu card's Requirements. (Each specific symbol in the Jutsu cost also counts as 1.) Water Ninja
Tsunade n321 R (MEDICAL EXPERT) Valid: When this Ninja is sent out to Attack, you can discard 1 of your Chakras with a 'Wind' symbol. In that case, heal 1 of your injured Ninjas in this Ninja's Team except this Ninja. Wind Ninja
Haku n322 R (REAL FACE BEHIND THE MASK) Valid: If this Ninja's Team would win 1 or more Battle Rewards, you can draw the same number of cards instead of winning those Battle Rewards. Water Ninja
Zabuza Momochi n323 SR (SUICIDE ATTACK) Valid: When this Ninja is discarded as a result of the Showdown or by the effect of your opponent's Ninjas, give 2 Damage to 1 of your opponent's Ninjas that just Battled against this Ninja. This effect cannot be negated. Water Ninja
Kisame Hoshigaki n324 R (CHAKRA EATER SWORD) When this Ninja is put in play, you can select and discard up to 3 of your opponent's Chakras. Water Ninja
Naruto Uzumaki n325 C (CLUE TO SASUKE'S WHEREABOUTS) Valid: While this Ninja is in in injured status, each time your opponent puts their Ninja with both a 'Water' symbol and an Entrance cost of 3 or less in play, you can draw 1 card. Lightning Ninja
Sasuke Uchiha n326 C (SIMPLE PROVOCATION) When this Ninja's Team is Blocked, you can flip a Ninja Blade coin; If it's heads, switch the positions of the Head Ninja and 1 of the Back Ninjas of your opponent's Team Battling against this Ninja. The selected Back Ninja must be Fire Ninja
Sakura Haruno n327 C (PUPIL) While this Ninja is in the same Team as another Ninja with 'Medicine' Combat Attribute, this Ninja gets the following effect text: At the end of your turn, you can discard 1 of your Chakras with a 'Wind' symbol. In that case, heal 1 of your inju Wind Ninja
Kiba Inuzuka n328 C (BOND WITH AKAMARU) When this Ninja is put in play, you can put 1 'Akamaru' Ninja card in your Discard Pile or your Chakra area in play. Fire Ninja
Shino Aburame n329 C (SECRET PLAN) All Mission cards in your opponent's hand get +1 Entrance cost. Wind Ninja
Hinata Hyuga n330 R (OVERCOMING THE WEAKNESS) Valid: When this Ninja is sent out to Battle in injured status, place 1 Growth coin on it at the end of the turn. earth Ninja
Rock Lee n331 U (FULL RECOVERY) Valid: At the beginning of your turn, if this Ninja is in injured status, flip a Ninja Blade coin; If it's heads, heal this Ninja. Lightning Ninja
Konohamaru Ninja Squad n332 C (THE FUTURE ELITE) No Mission cards can be negated. Lightning Ninja
Kakashi Hatake n333 U (ANBU DAYS) When this Ninja is put in play, you can select up to 2 of the 'Ninja Dog' Ninjas from your Chakra area and/or Discard Pile and put it/them in play. When this Ninja is sent out to Battle, this Ninja gets +1/+1 for each of your in-play 'Ninja Fire Ninja
The Fifth Hokage n334 SR (ENDLESS DUTIES) In order to send this Ninja out to Attack, you must flip a Ninja Blade coin; if it's tails, you cannot send this Ninja out to Attack during the turn unless you discard 1 of your Chakras. If this Ninja's Team wins a Victory, it becomes Wind Ninja
Mizuki n335 R (CONTACT WITH OROCHIMARU) Valid: During the Exchange of Jutsu, you can discard 1 of your Chakras to place 3 Ninja Blade coins symbolizing +1/+1 on this Ninja. Each of the coins changes into a Ninja Blade coin symbolizing -1/-1 at the end of the turn. Water Ninja
Tsubaki n336 C (FIANCEE) At the end of your opponent's turn, you can return 1 'Prisoner' Ninja in your Chakra area or Discard Pile to the top of its original owner's Deck. Water Ninja
Fujin n337 R (LEGENDARY FOOLISH BROTHERS) Valid: While you have 'Raijin' in play, this Ninja gets +2/+0. While your opponent has 1 or more 'Satoosa' or 'Sannin' or higher Rank Ninjas in play, this Ninja gets -3/+0. Wind Ninja
Raijin n338 R (LEGENDARY FOOLISH BROTHERS) Valid: While you have 'Fujin' in play, this Ninja gets +2/+0. While your opponent has 1 or more 'Satoosa' or 'Sannin' or higher Rank Ninjas in play, this Ninja gets -3/+0. Lightning Ninja
Gaara of the Desert n339 U (NARROW ESCAPE) While this Ninja is Battling, any Ninja in this Ninja's Team, including this Ninja, cannot become a Stand-By Ninja by the effects of your opponent's Jutsu cards. Wind Ninja
Suzumebachi n340 C (REVIVAL OF THE KAMIZURU CLAN) When this Ninja's Team wins 1 or more Battle Rewards, you can place 1 Growth coin on another in-play Ninja with a 'Bee' Combat Attribute. Earth Ninja
Jibachi n341 C (REVIVAL OF THE KAMIZURU CLAN) When this Ninja's Team wins 1 or more Battle Rewards, you can place 1 Growth coin on another in-play Ninja with a 'Bee' Combat Attribute. earth Ninja
Kurobachi n342 C (REVIVAL OF THE KAMIZURU CLAN) When this Ninja's Team wins 1 or more Battle Rewards, you can place 1 Growth coin on another in-play Ninja with a 'Bee' Combat Attribute. earth Ninja
Naruto Uzumaki n343 C (THE GREEN BEAST) While you have 1 or more other Ninjas with a 'Taijutsu' Combat Attribute in play, this Ninja's healthy status Combat value becomes the same as its injured status Combat value. Lightning Ninja
Naruto Uzumaki n344 C (UNFIT TO BE A TEAM LEADER?) Valid: If this Ninja is sent out to Battle, every time either player flips a Ninja Blade coin during the turn, the result is considered to be tails regardless of the result. Lightning Ninja
Sakura Haruno n345 C (GROWING TALENT) During your Mission Phase, you can discard 1 of your Chakras with a 'Wind' symbol. In that case, heal 1 of your injured Ninjas with an Entrance cost equal to or less than this Ninja's. Wind Ninja
Rock Lee n346 C (TILL I GET SOBER) During the Exchange of Jutsu, you can discard 1 card with a 'Lightning' symbol from your hand. In that case, this Ninja gets +3/+0 during the turn. However, if this Ninja's Team wins a Victory during the turn, discard this Ninja at th Lightning Ninja
Neji Hyuga n347 C (ASPIRATION) Valid: While your opponent has 2 or more Battle Rewards than you do, this Ninja gets +1/+1. Earth Ninja
Tenten n348 C (SUMMONING WEAPONS) When this Ninja is sent out to Battle, you can select 1 of the Jutsu cards with a Jutsu cost of only ? or ? in your Discard Pile and place it in your hand. Earth Ninja
Might Guy n349 R (PROUD OF THE PUPILS) While this Ninja is in your hand, it gets -1 Entrance cost for each 'Rock Lee,' 'Neji Hyuga,' and 'Tenten' you have in play. Lightning Ninja
Mondai Guy n350 U (THIN DISGUISE) Valid: While this Ninja is Battling in either status, its printed Power is considered to be 1/0. Lightning Ninja
Poccha Lee n351 C (THIN DISGUISE) Valid: While this Ninja is Battling in either status, its printed Power is considered to be 1/0. Lightning Ninja
Jiraiya n352 SR (ECCENTRIC MAN OF THE VILLAGE) When this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, you can look at all the cards in your opponent hand, select 1 of them and discard it. Lightning Ninja
Orochimaru n353 SR (LURKING EVIL) If this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, it gets the following effect during the turn: “Valid: At the end of the turn, if this Ninja is in your Village, select 1 of your opponent's in-play N Water Ninja
Tsunade n354 SR (UNRIVALED STRENGTH) When this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, your opponent must discard the top 4 cards of their Deck. Wind Ninja
Raiga Kurosuki n355 SR (FUNERAL OF THE LIVING) When this Ninja's Team wins an Outstanding Victory, or an Outstanding Battle Reward, discard every Ninja card in your opponent's Chakra area. Valid: While you have 'Ranmaru' in play, this Ninja gets +2/+2. Water Ninja
Ranmaru n356 C (LIFE AS SENSORY ORGANS) Any 'Raiga Kurosuki' Ninja card in your hand gets -1 Entrance cost. Valid: The Head Ninja in this Ninja's Team cannot be affected by the effects of your opponent's Ninjas. Water Ninja
Kurosuki Gang n357 U (GANG IN BLACK) 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. Valid: This Ninja gets +1/+1 for each of your other in -play 'Kurosuki Famliy' Ninj Water Ninja
Sazanami n358 R (REWARD) When this Ninja's Team wins a Victory, or an Outstanding Victory, draw 1 card. Valid: The only Jutsu card this Ninja can use is the 'Blade Slash' Jutsu card. Fire Ninja
Gatsu n359 R (REWARD) When this Ninja's Team wins a Victory or an Outstanding Victory, draw 1 card. Valid: The only Jutsu card this Ninja can use is the 'Blade Slash' Jutsu card. Fire Ninja
Gosunkugi n360 C (WANTED CRIMINAL) When this Ninja's Team wins an Outstanding Battle Reward, select up to 1 of your opponent's Battle Rewards at random and move it to its original owner's Discard Pile. Earth Ninja
Konohamaru Ninja Squad n361 C (FIELD EXERCISE) Valid: The Head Ninja in this Ninja's Team cannot be affected by the effects of your opponent's Ninjas. Lightning Ninja
Izumo Kamizuki & Kotetsu Hagane n362 C (ASSISTANTS TO THE FIFTH HOKAGE) At the end of your turn, you can draw 1 card. In that case, move 1 of the cards in your hand to your Chakra area. Fire/Lightning Ninja
Orochimaru & Kabuto Yakushi n363 R (FORBIDDEN IMMORTALITY JUTSU) When this Ninja is put in play by sending your in-play 'Orochimaru' or 'Kabuto Yakushi' to your Chakra area, move that 'Orochimaru' or 'Kabuto Yakushi' Ninja card to your hand instead. Valid: If this Ninja is removed from p Water/Wind Ninja
Pricess Dusk n364 U (WANDERING GHOST) When this Ninja is sent out to Battle, each player must select 1 of the cards in their hand or 1 of their Chakras, if they have any, and discard it. Water Ninja
Itachi Uchiha n365 SR (FORMIDABLE VISUAL JUTSU) Valid: When this Ninja is put in play, change 1 of your opponent's in-play Ninjas to injured status. As long as this Ninja remains in play, that injured Ninja cannot be healed. Fire Ninja
Kisame Hoshigaki n366 R (FIERCE FIGHTING INSTINCT) Valid: When this Ninja is sent out to Battle and opposed, if the Team Power of this Ninja's Team is equal to or lower than that of your opponent's Team Battling against it, this Ninja gets +2/+0 during the turn. Water Ninja
Itachi Uchiha & Kisame Hoshigaki n367 SR (REAL AIM) When 1 or more of your opponent's in-play Ninjas are discarded due to Damage from this Ninja's Team, you win 1 Battle Reward. Fire/Water Ninja
The First Hokage n368 SR (SECRET WOOD STYLE JUTSU) Each time your opponent puts a Ninja in play during the Mission Phase, that Ninja can neither be included in any other Teams nor be sent out to Battle during the turn it is put in play. Earth Ninja
The Second Hokage n369 SR (WATER-STYLE JUTSU) During your Mission Phase, you can discard X number of your Chakras with a 'Water' symbol. In that case, select 1 of your opponent's Ninjas to give it -X/-X during the turn. At the end of that turn, you can move up to X number of car Water Ninja
The Third Hokage n370 SR (GUARDIAN OF THE VILLAGE) Valid: When this Ninja is put in play, place 1 Growth coin on all of your other in-play 'Leaf' Ninjas. Fire Ninja
The Fourth Hokage n371 SR (LIGHTNING SPEED) Valid: When you win a Normal Battle Reward or an Outstanding Battle Reward due to this Ninja's Team, you can win 1 additional Battle Reward. Valid: While this Ninja is in injured status, this Ninja's Team cannot be blocked by a Team wi Lightning Ninja
The Fifth Hokage n372 SR (ESTABLISHMENT OF MEDICINE) Valid: While you have 1 or more injured Ninjas, this Ninja cannot be sent out to Attack unless you discard 1 of your Chakras with a 'Wind' symbol. Valid: At the end of your turn, if you have 1 or more injured Ninjas, you can Wind Ninja
Naruto Uzumaki n373 R (OVERFLOWING CHAKRA) Valid: While this Ninja is in injured status, it gets +X/+0. X = the value of your Turn Marker. Lightning Ninja
Shino Aburame n374 C (COOL JUDGMENT) Other Ninjas in this Ninja's Team cannot be affected by your opponent's Jutsu cards. Wind Ninja
Ino Yamanaka n375 C (SUPPORT FROM BEHIND) When this Ninja becomes the user of a Jutsu card, you can select 1 of your opponent's Ninjas Battling against this Ninja. In that case, that Ninja gets -2/-2 during the turn. Earth Ninja
Anko Mitarashi n376 U (SIGNS OF OROCHIMARU) Valid: While this Ninja is Battling against your opponent's Ninja(s with a 'Water' symbol, this Ninja gets -1/+0. Lightning Ninja
Kakashi Hatake n377 SR (EYE THAT DETECTS FALSEHOOD) Valid: This Ninja cannot be affected by the effects of Jutsu cards used by your opponent's Ninja that do not have a 'Genjutsu' Combat Attribute. Fire Ninja
Gamakichi & Gamatatsu n378 C (TOAD BROTHERS) At the beginning of your turn, you can search for 1 'Gamabunta' Ninja card in the bottom 5 cards of your Deck and put it in play. In that case, return the rest to your Deck and shuffle it. Valid: This Ninja cannot be the user of Jutsu c Lightning/Wind Ninja
Hokushin n379 C (STEALING JUTSU) When this Ninja's Team wins an Outstanding Victory, your opponent must select 1 of the cards in their hand and discard it. Earth Ninja
Nagare n380 C (STEALING JUTSU) If this Ninja is sent out to Battle, each time your opponent's Ninja uses a Jutsu card during the turn, your opponent must select 1 of the cards in their hand and discard it. Earth Ninja
Hoki n381 U (COUP PLOT) When this Ninja's Team wins an Outstanding Victory, move your opponent's Turn Marker down by 1. Earth Ninja
Toki n382 R (FROZEN TIME) When you win a Normal Battle Reward or an Outstanding Battle Reward due to this Ninja's Team, your opponent must select 1 of the cards in their hand and discard it. Wind Ninja
Sasuke Uchiha n383 R (LIVING IN THE DARK WORLD) When this Ninja is sent out to Attack, you can select 1 of your opponent's in-play Ninjas with an Entrance cost of 2 or less. In that case, the effect text of that selected Ninja is negated during this turn and the next turn. Water Ninja
Isaribi n384 R (RESCUE FROM THE SEABED) When this Ninja is sent out to Block, you can reveal the bottom card of your Deck. If it is a Ninja card, move it to your hand. If not, return it to your Deck and shuffle it. Water Ninja
Amachi n385 R (PERFECT BODY OF THE SEA MONSTER) Valid: When this Ninja is put in play, you can search for 1 'Sea Monster Panic' Mission card 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 Water Ninja
Yoroi Akado n386 U (IMPROVED ABSORPTION JUTSU) If this Ninja is sent out to Attack and opposed, it gets the following effect during the turn: “Valid: At the end of the turn, if this Ninja is in your Village, you can select and discard up to the same number of your o Water Ninja
Misumi Tsurugi n387 U (RUBBER-LIKE BODY) During your turn, this Ninja's healthy status printed Support value becomes the same value as its healthy status printed Cobmat value. Water Ninja
Hakkaku n388 C (MEALS DURING MISSIONS) Valid: Every Ninja in this Ninja's Team except this Ninja gets +1/+1. Wind Ninja
Neji Hyuga n389 U (INSIGHT TO SEE THROUGH EVERYTHING) When this Ninja is sent out to Battle, you can look at the top 3 cards of your opponent's Deck. In that case, return them in any order you like. Earth Ninja
Might Guy n390 U (PASSIONATE LIFE) When this Ninja is put in play, you can search for 1 'Hot-Blooded Tuition' Mission card in your Deck, show it to your opponent and place it in your hand. Then, shuffle your Deck. Lightning Ninja
The Fourth Hokage & Gamabunta n391 SR (THE POWER THAT SEALED THE DISASTER) When this Ninja is put in play, you can move 1 of your opponent's in-play Ninjas to the bottom its original owner's Deck. Lightning/Water Ninja
Naruto Uzumaki & Rock Lee n392 R (PASSIONATE BEASTS) Valid: At the end of your turn, if this Ninja was not moved to the Battlefield during that turn, you can place 1 Growth coin on this Ninja. The maximum number of Growth coins this Ninja can have due to this effect is 3. Fire/Lightning Ninja
Naruto Uzumaki n393 U (GUARD OF THE PRINCE) When this Ninja is deployed, if you have no 'Prince' Clients in play, you can 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. Valid: While you hav Lightning Ninja
Sakura Haruno n394 C (GUARD OF THE PRINCE) When this Ninja is deployed, if you have a 'Prince' Client in play, draw 1 card. Valid: While you have a 'Prince' Client in play, this Ninja gets +0/+1. Wind Ninja
Rock Lee n395 U (GUARD OF THE PRINCE) When this Ninja is deployed, if you have a 'Prince' Client in play, draw 1 card. Valid: While you have a 'Prince' Client in play, this Ninja gets +1/+0. Lightning Ninja
Kakashi Hatake n396 C (GUARD OF THE PRINCE) When this Ninja is put in play, if you have a 'Prince' Client in play, draw 1 card. Valid: While this Ninja card is in your hand and you have a 'Prince' Client in play, this Ninja gets -1 Entrance cost and -1 Hand cost. Fire Ninja
Naruto Uzumaki n397 U (FOR THE PROMISE) Valid: During the Exchange of Jutsu, you can remove 1 of your 'Promise' coins. In that case, this Ninja gets +3/+3 and 'Clone Status' during the turn. Lightning Ninja
Sakura Haruno n398 C (FOR THE PROMISE) Valid: During the Exchange of Jutsu, you can remove 1 of your 'Promise' coins. In that case, draw 1 card. Wind Ninja
Rock Lee n399 U (FOR THE PROMISE) Valid: During the Exchange of Jutsu, if this Ninja is in injured status, you can remove 1 of your 'Promise' coins. In that case, heal this Ninja and place 1 Growth coin on this Ninja. Lightning Ninja
Kakashi Hatake n400 U (BEYOND THE LIMIT) When this Ninja is sent out to Battle, if you have 1 or less cards in your Chakra area, you can move up to 2 cards from your Discard Pile to your Chakra area. Fire Ninja


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