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Pojo's Naruto Site

Coils of the Snake (Spoiler)
by Fost

Released July 2006

 

Ninja's

 

N-044 The Third Hokage - Fire

Leaf / Village Leader / Male / Mental Power: 3 – Super Rare

Turn 6 hand cost 1

6/4 healthy 4/2 injured
[Beginning of the Chunin Exam] When this Ninja is put in play, both players must discard in-play Ninjas until each player's total number of ''Genin'' and no Rank Ninjas is 3 or less.

 

N-045 Kabuto Yakushi - Water

Leaf / Genin / Male / Mental Power: 2 - Rare

Turn 1 hand cost 0

1/1 healthy 0/0 injured

[Information Collection] When this Ninja is put into play, look at the top of your Deck and return it to the top or bottom of your deck.

 

N-046 Naruto Uzumaki - Lightning

Leaf / Genin / Male / Mental Power: -1 - Common

Turn 0 hand cost 0

1/0 healthy 3/1 injured

[Misplaced Anger] Valid: When there are no cards in your hand, this Ninja's Team and a Team Battling against this Ninja cannot perform a Mental Power Battle.

 

N-047 Sasuke Uchiha - Fire

Leaf / Genin / Male / Sharingan Eye - Uncommon

Turn 0 hand cost 0

3/0 healthy 0/0 injured

Leaf / Genin / Male
[No. 1 Rookie] If the Blocker has 2 or more Teams, the Blocker must block this Ninja's Team, if possible.

 

N-048 Sakura Haruno - Wind

Leaf / Genin / Female / Mental Power: 3 - Common

Turn 0 hand cost 0

0/1 healthy 0/0 injured

 

N-049 Izumo Kozuki - Lightning

Leaf / Chunin / Male / Proctor / Mental Power: 1 - Common

Turn 2 hand cost 0

3/1 healthy 2/1 injured

 

N-050 Kotetsu Hagane - Fire

Leaf / Chunin / Male / Proctor / Mental Power: 1 - Common

Turn 2 hand cost 0

3/1 healthy 2/1 injured

 

N-051 Tonbo Tobitake - Earth

Leaf / Chunin / Male / Proctor / Mental Power: 1 - Common

Turn 2 hand cost 0

3/1 healthy 2/1 injured

 

N-052 Ibiki Morino - Earth

Leaf / Special Jonin / Male / Proctor /Mental Power: 1 - Rare

Turn 3 hand cost 0

3/2 healthy 2/1 injured

[First Proctor] When this Ninja is Battling against the opponent as the Attacker, this Ninja's Team and the opponent's Team perform a Mental Power Battle.

 

N-053 Tortoise Ninja - Lightning

Leaf / Tortoise Ninja - Common

Turn 0 hand cost 0

1/1 healthy 0/0 injured

 [Master?] When this Ninja is put in play, you can move 1 Jutsu Card with ''Requirements: 'Taijutsu' Combat Attribute'' from your Chakra area to you hand.

 

N-054 Crow - Earth

Puppet - Uncommon

Turn 2 hand cost 0

3/3 healthy 2/2 injured

[Puppet] Valid: This Ninja cannot be sent out in a Team without a Ninja with a ''Manipulation'' Combat Attribute.

 

N-055 Dosu Kinuta - Water

Sound / Genin / Male - Rare

Turn 1 hand cost 0

1/1 healthy 1/0 injured

[Sonic Impact] When this Ninja is the Head Ninja, Your opponent's Head Ninja Battling against this Ninja receives 1 Damage after the Showdown.

 

N-056 Zaku Abumi - Water

Sound / Genin / Male - Uncommon

Turn 1 hand cost 0

2/1 healthy 1/0 injured

[Wind Pressure] When your opponent's Ninja with a ''Weapon Attribute is Battling against this Ninja, it gets -1/-1 during this turn.

 

N-057 Kin Tsuchi - Water

Sound / Genin / Female / Mental Power: 1 - Common

Turn 0 hand cost 0

0/1 healthy 0/1 injured

 

N-058 Gaara of the Desert - Wind

Sand / Genin / Male – Super Rare

Turn 2 hand cost 0

4/0 healthy 2/0 injured

[Auto Guard] Valid: If this Ninja receives Damage, reduce the Damage by 1. Then, discard 1 of your in-play Ninjas (except this Ninja).

 

N-059 Kankuro - Wind

Sand / Genin / Male - Rare

Turn 1 hand cost 0

1/1 healthy 0/0 injured

[Puppet Master] Valid: ''Puppet'' Ninja in this Ninja's Team is not included in the 3 Ninjas per Team limit.

 

N-060 Temari - Wind

Sand / Genin / Female / Mental Power: 1 - Rare

Turn 1 hand cost 0

0/2 healthy 0/0 injured

[Violent Temper] If 1 of your opponent's Ninjas is Injured by the Attack of this Ninja's Team, your opponent must select 1 of the cards in their hand and discard it.

 

N-061 Naruto Uzumaki - Lightning

Leaf / Genin / Male / Clone Status - Rare

Turn 1 hand cost 0

0/0 healthy 3/0 injured

[Strength in a Crisis] Of this Ninja is block when it Attacks, it gets +2/+0 during this turn.

 

N-062 Sasuke Uchiha - Fire

Leaf / Genin / Male / Sharingan Eye - Rare

Turn 0 hand cost 0

3/0 healthy 0/0 injured

[Analysis of Competence] Valid: When this Ninja is Battling against a Team of only ''Genin'' Ninjas, it gets +1/+0 during this turn. When this Ninja is Battling against a Team which includes ''Jonin'' or higher Rank Ninjas, it gets -1/+0 during this turn.

 

N-063 Iruka Umino - Lightning

Leaf / Chunin / Male / Mental Power: 1 - Rare

Turn 2 hand cost 0

3/1 healthy 2/1 injured

[Reward] When this Ninja put in play, heal 1 of play injured Ninjas.

 

N-064 Kakashi Hatake - Fire

Leaf / Jonin / Male / Sharingan Eye - Super Rare

Turn 5 hand cost 1

6/3 healthy 3/2 injured

[Early Settlement] Valid: When this Ninja's Team wins a Victory or an Outstanding Victory, it gets 1 Battle Reward. When this Defeated or Completely Defeated, your opponent gets 1 Battle Reward.

 

N-065 Moegi - Wind

Leaf / Ninja Academy Student / Female - Common

Turn 0 hand cost 0

0/0 healthy 0/0 injured

[Class Paper] When this Ninja is put in play, show the top card of your deck to your opponent. If it is a Ninja, place it in your hand.

 

N-066 Udon - Earth

Leaf / Ninja Academy Student / Male / Mental Power: 1 - Common

Turn 0 hand cost 0

0/0 healthy 0/0 injured

[Feature Article] When this Ninja is put in play, show the top card of your deck to your opponent. If it is a Jutsu card, place it in your hand.

 

N-067 Naruto Uzumaki - Lightning

Leaf / Genin / Male / Clone Status - Uncommon

Turn 0 hand cost 0

0/0 healthy 3/1 injured

[Fragment of Power] This Ninja can be treated as Chakra with 2 ''Lightning'' symbols when place in your Chakra area.

 

N-068 Sasuke Uchiha - Fire

Leaf / Genin / Male / Sharingan Eye - Rare

Turn 2 hand cost 0

3/0 healthy 1/0 injured

Power of the Curse Mark] During the Exchange of Jutsu, you can move 1 of your Battle Rewards to its original owner's Chakra area. Then this Ninja gets +2/+0 during this turn.

 

N-069 Sakura Haruno - Wind

Leaf / Genin / Female / Mental Power: 3 - Uncommon

Turn 0 hand cost 0

0/1 healthy 0/1 injured

[Determination] You can injure this Ninja during the Exchange of Jutsu to give it +2/+2 during this turn.

 

N-070 Ino Yamanaka - Earth

Leaf / Genin / Female / Mental Power: 1 - Uncommon

Turn 0 hand cost 0

0/1 healthy 0/1 injured

[Formation] Valid: This Ninja gets +1/+1 when ''Shikamaru Nara'' and ''Choji Akimichi'' are in this Ninja's Team.

 

N-071 Shikamaru Nara - Earth

Leaf / Genin / Male / Mental Power: 4 - Uncommon

Turn 0 hand cost 0

0/1 healthy 0/0 injured

[Formation] Valid: This Ninja gets +0/+2 when ''Ino Yamanaka'' and ''Choji Akimichi'' are in this Ninja's Team..

 

N-072 Choji Akimichi - Earth

Leaf / Genin / Male - Uncommon

Turn 0 hand cost 0

2/0 healthy 0/0 injured

[Formation] Valid: This Ninja gets +2/+0 when ''Ino Yamanaka'' and ''Shikamaru Nara'' are in this Ninja's Team.

 

N-073 Iwashi Tatami - Lightning

Leaf / Chunin / Male / Proctor / Mental Power: 1 - Common

Turn 2 hand cost 0

3/1 healthy 1/1 injured

[Report] Every time your opponent gets a Battle Reward, you can sse the Battle Reward before it is placed in their Battle Reward area.

 

N-074 Mozuku - Fire

Leaf / Chunin / Male / Proctor / Mental Power: 1 - Common

Turn 2 hand cost 0

3/1 healthy 1/1 injured

[Discovery] When this Ninja is put in play, move 1 of your cards in your discard pile to your Chakra area.

 

N-075 Giant Snake - Water

Sound / Snake - Uncommon

Turn 3 hand cost 0

4/0 healthy 0/0 injured

[Monstrosity] Valid: This Ninja cannot be the user of a Jutsu card.

Valid: When this Ninja is discarded after being in play, it is sent to the bottom of your Deck instead of the Discard Pile.

 

N-076 Shigure - Water

Rain / Genin / Male - Common

Turn 0 hand cost 0

2/1 healthy 0/0 injured

 

N-077 Baiu - Water

Rain / Genin / Male - Common

Turn 0 hand cost 0

2/0 healthy 1/0 injured

 

N-078 Midare - Wind

Rain / Genin / Male - Common

Turn 0 hand cost 0

1/1 healthy 0/0 injured

 [Triune Shadow] When this Ninja is the Head Ninja, the Back Ninjas of its Team cannot receive any Damage in the Showdown.

 

N-079 Oboro - Wind

Rain / Genin / Male - Common

Turn 0 hand cost 0

0/1 healthy 0/0 injured

[Endless Genjutsu] When this Ninja is a Back Ninja and the Head Ninja of its Team receives 2 Damage in the Showdown, reduce the Damage by 1.

 

N-080 Kagari - Wind

Rain / Genin / Male - Common

Turn 0 hand cost 0

0/1 healthy 0/0 injured

[Endless Genjutsu] When this Ninja is a Back Ninja and the Head Ninja of its Team receives 2 Damage in the Showdown, reduce the Damage by 1.

 

N-081 Mubi - Wind

Rain / Genin / Male - Common

Turn 0 hand cost 0

0/1 healthy 0/0 injured

[Endless Genjutsu] When this Ninja is a Back Ninja and the Head Ninja of its Team receives 2 Damage in the Showdown, reduce the Damage by 1.

 

N-082 Anbu - Fire

Leaf / Anbu / Male – Super Rare

Turn 3 hand cost 0

4/2 healthy 2/1 injured

[Faceless Expert] Valid: This Ninja can be put in play even if there is a Ninja with the same name in your Village.

 

N-083 Anko Mitarashi - Lightning

Leaf / Special Jonin / Female / Proctor/ Mental Power: 1 – Super Rare

Turn 3 hand cost 0

4/1 healthy 4/0 injured

[Forbidden Jutsu] when this Ninja becomes the user of a Jutsu card ''Water'' symbols of the Jutsu cost can be paid by ''Lightning'' symbols instead.

 

N-084 Orochimaru - Water

Sound / Sannin / Male / Mental Power: 3 – Super Rare

Turn 3 hand cost 0

6/4 healthy 3/3 injured

[Reconnaissance] Valid: Move this Ninja to the bottom of your Deck at the beginning or your turn. This effect cannot be negated.

 

Client Cards

 

C-001 Inari - Lightning / Water

Land of Waves / Male - Common

Turn 1 hand cost 0

If your opponent has won a total of 7 or more Battle Rewards, you may draw cards until you have 6 cards in your hand.

 

C-002 Tazuna - Water / Earth

Land of Waves / Master / Male - Common

Turn 1 hand cost 0

If your opponent wins 3 or more Battle Rewards in a turn, discard the Battle Rewards so they win only 3 Battle Rewards.

 

C-003 Gato - Fire / Water

Land of Waves / President / Male - Common

Turn 3 hand cost 0

If you win 3 or more Battle Rewards in a turn, discard 1 of your opponent's Battle Rewards.

 

C-004 Madam Shijimi - Fire / Wind

Land of Fire / Feudal Lord's Wife / Female - Common

Turn 1 hand cost 0

If you win 3 or more Battle Rewards in a turn, draw 1 card.

 

C-005 Zori - Lightning / Fire

Land of Fire / Samurai / Male - Common

Turn 2 hand cost 0

If you win 3 or more Battle Rewards in a turn, give 1 Damage to 1 of your opponent's Ninja.

 

C-006 Waraji - Fire / Earth

Land of Fire / Samurai / Male - Common

Turn 2 hand cost 0

If you win 3 or more Battle Rewards in a turn, give 1 Damage to 1 of your opponent's Ninja.

 

Jutsu Cards

 

J-043 Shadow of the Dancing Leaf - Lightning

Chakra cost: 2  - Uncommon

Target: 1 Ninja Battling Against the user.

The target cannot add addition Power during this turn.

 

J-044 Windmill - Lightning

Chakra cost: Lightning / 1 - Common

Target: 1 Jutsu card being played.

When the target is played and moved to the Chakra area, it is immediately moved back to its original owner's hand.
 

J-045 Leaf Instant Move Jutsu - Lightning

Chakra cost: Lightning / Lightning - Common

Target: 1 of your Stand-By Ninjas

Place the target as a Back Ninja in the user's Team. The number of Ninjas in the team must be 2 when the target is placed.

 

J-046 Genjutsu - Lightning

Chakra cost: Lightning / 1 - Common

Requirements: ''Chunin'' or higher Rank

Target: 1 of your opponent's ''Genin'' Ninjas

Move the target back to its original owner's hand. However your opponent can negate this effect by discarding 1 card from their hand.

 

J-047 Evil Illusion: Misleading Jutsu - Fire

Chakra cost: 2 - Uncommon

Requirements: ''Proctor''

Target: All Teams with 0 or less Team Mental Power.

The target's Ninja's become Stand-By Ninjas..

 

J-048 Sharingan Eye - Fire

Chakra cost: Fire / 1 - Rare

Requirements: Sharingan Eye

Target: 1 Jutsu card being played who’s target is ''user.''

Negate the target, then apply the target's bonus to the user of this card.

 

J-049 Shadow Clone Jutsu - Fire

Chakra cost: Fire / 2 - Uncommon

Target: User

The target gets +X/+0 and ''Clone status'' during this turn. X = the number of your opponent's in-play Ninjas.

 

J-050 Ninja Info Card - Water

Chakra cost: 1 - Common

Target: User

The target gets ''Mental Power'' +2 during this turn.

 

J-051 Senbon - Water

Chakra cost: Water - Rare

Target: 1 Ninja

The target gets +1/+1 during this turn, or heal the target.

 

J-052 Slicing Sound Wave - Water

Chakra cost: Water - Uncommon

Requirements: ''Sound'' Combat Attribute

Target: Every Ninja Battling against the user

Flip a Ninja Blade coin for each target. If it's heads, remove the target from the Team. The removed target becomes a Stand-By Ninja.

 

J-053 Sonic Fang - Water

Chakra cost: 2 - Rare

Requirements: Sound combat attribute.

Target: 1 Ninja battling against the user

The target gets -3/-3 during the turn.

 

J-054 Wind Scythe Jutsu - Wind

Chakra cost: Wind - Rare

Target: 1 Jutsu card being played by your opponent.

Negate the target and move it into your opponents chakra area. However, your opponent can negate this effect by discarding two cards in their chakra area.

 

J-055 Puppet Master Jutsu - Wind

Chakra cost: Wind / Earth - Uncommon

Requirements: ''Manipulation'' Combat Attribute

Search your deck for 1 ''Puppet'' Ninja of your choice and place it as a Back Ninja in the user's Team. Then, shuffle your Deck. The number of Ninjas in the Team must be 2 when the target is placed.

 

J-056 The Third Eye - Wind

Chakra cost Wind: - Common

Requirements: ''Sand'' Combat Attribute

Target: User

The target gets ''Mental Power'' +X during this turn. X = the number od cards in your opponent's hand.

 

J-057 Sand Shield - Wind

Chakra cost: Wind / Wind - Super Rare

Requirements: Sand Combat attribute

Target: User

The target cannot receive any damage during this turn.

 

J-058 Stone Bullet - Earth

Chakra cost: Earth - Uncommon

Target: 1 healthy Ninja

Apply the target's injured status Combat value during this turn.

 

J-059 Makibishi Spikes - Earth

Chakra cost: Earth - Common

Target: Every Ninja Battling against the user

The target gets +0/-1 during this turn.

 

J-060 Cheating - Earth

Chakra cost: Earth / Earth - Rare

Requirements 1 ninja with mental power of 1 or more.:

Target: User's team and the team battling against the user

The target performs a mental power battle during this turn.

 

J-061 Shadow Clone Jutsu - Lightning

Chakra cost: Lightning - Uncommon

Target: 1 Ninja in your Chakra area with the same name as the user.

Place the target as the Head Ninja in the user's Team. The target can be put in play even is there is a Ninja with the same name in your Village. Discard the target at the end of the turn.

 

J-062 Curse Sealing - Fire

Chakra cost: Fire / 1 - Uncommon

Requirements: ''Jonin'' or higher Rank.

Target: 1 of your opponent's Ninjas

The target's effect is negated during this turn.

 

J-063 Sharingan Eye - Fire

Chakra cost: Fire / 1 - Uncommon

Requirements: ''Sharingan Eye''

Target: 1 Battling against the user.

The user gets the same effect text as the target during this turn.

 

J-064 Giant Shuriken - Wind

Chakra cost: Wind / 1 - Uncommon

Target: (1) User's Team. (2) Every Back Ninja Battling against the user.

If target (1) wins a Victory (excluding an Outstanding Victory) during this turn, give 1 damage to target (2).

 

J-065 Smoke Pellet - Earth

Chakra cost: Earth / Earth - Rare

Target: Every Team

The target skips the showdown this turn.

 

J-066 Disguise Jutsu - Earth

Chakra cost: Earth / 1 - Uncommon

Target: Every Ninja in the user's Team

The target cannot be the target of your opponent's Jutsu cards during this turn.

 

J-067 Paper Bomb - Lightning

Chakra cost: Lightning / 1 - Uncommon

Target: 1 Ninja Battling against the user

If the target does not become ether user of the Jutsu card during this turn, the target receives 1 Damage at the end of the Exchange of Jutsu.

 

J-068 Chakra Concentration - Lightning

Chakra cost: Lightning / 1 - Common

Target: (1) 1 Jutsu card in your Chakra area (2) User
Discard target (1) and pay its Jutsu cost. Then apply the effect of target (1) to target (2). However, the ''Requirements'' and ''Target'' of target (1) must be applicable

 

J-069 Paralysis Jutsu - Lightning

Chakra cost: Lightning / 1 - Common

Requirements: ''Anbu'' or ''Special Jonin'' or higher Rank.

Target: Every ''Chunin'' or lower Rank Ninja in a Team

The target's Power cannot be added to the Team Power during this Turn.

 

J-070 String Control Jutsu - Fire

Chakra cost: Fire - Common

Target: (1) User (2) 1 of your Teams being sent into Battle.

Place target (1) as the Back Ninja to target (2).

 

J-071 Fire Style: Phoenix Flower Jutsu - Fire

Chakra cost: Fire / Fire - Rare

Target: Every ninja battling against the user.

Flip a Ninja Blade coin for every target. It is heads, deal 1 damage to the target.

 

J-072 Sharingan Windmill Triple Attack - Fire

Chakra cost: Fire - Common

Requirements: ''Sharingan Eye''

Target: 1 Team Battling Against the user.

When the user's Team wins a Victory or Outstanding Victory during this turn, you can change the order of the target's Ninjas as you desire before Damage is applied.

 

J-073 Fire Style: Dragon Flame Jutsu - Fire

Chakra cost: Fire / Fire / Fire - Super Rare

Requirements: Sharingan Eye

Target: 1 of the ninjas battling against user.

Give 2 damage to the target. When the target is Jonin or higher rank, give 1 damage to the target.

 

J-074 Summoning Jutsu - Water

Chakra cost: Water / Water - Common

Requirements: ''Jonin'' or higher Rank

Search for 1 ''Snake'' Ninja of your choice in your Deck and place it as the Head Ninja in the user's Team. Then, shuffle your Deck.

 

J-075 Senbon Rainstorm - Water

Chakra cost: Water / Water / 1 - Uncommon

Target: 1 Ninja Battling against the user
Flip a Ninja blade coin twice; if your get heads at least once, give 1 Damage to the target.

 

J-076 Striking Shadow Snake - Water

Chakra cost: Water / 1 - Rare

Requirements: Attacker's Ninja

Target: 1 of your opponent's Stand-By Ninjas.

Place the target as the Head Ninja in the Team Battling against the user. (If the user is a Non-Battling Ninja, the target becomes a new Team of 1 Ninja.)

 

J-077 Twin Snake Sacrifice Jutsu - Water

Chakra cost: Water / 1 - Common

Requirements: ''Special Jonin'' or higher Rank

Target: User and 1 Ninja Battling against the user.
Discard the Target.

 

J-078 Sand Coffin - Wind

Chakra cost: Wind / Wind - Uncommon

Requirements: ''Sand'' Combat Attribute

Target: 1 Ninja Battling against the user

Injure the target, OR, the power of the target becomes 0/0 during this turn.

 

J-079 Wind Style: Great Breakthrough - Wind

Chakra cost: Wind / Wind / Wind / 1 - Rare

Requirements: ''Jonin'' or higher rank

Target: Every ninja
Move the target back to its original owner's hand.

 

J-080 Endless Path Jutsu - Wind

Chakra cost: Wind - Common

Requirements: ''Genjutsu'' Combat Attribute

Target: 1 of your Non-Battling Teams

The target cannot win any battle rewards this turn.

 

J-081 Misty Follower Jutsu - Wind

Chakra cost: Wind / Wind - Common

Requirements: ''Genjutsu'' Combat Attribute

Target: 1 of your Ninjas

Place a Ninja Blade coin symbolizing a ''Mist'' Coin on the target. The target gets ''Clone status'' as long as it has a ''Mist'' coin on it. In addition the target can reduce its Damage by 1 by removing the coin.

 

J-082 Face Stealing Jutsu - Earth

Chakra cost: Earth / 1 - Uncommon

Target: User

Select 1 of your Ninja's in your hand and send it to your Chakra area. The target's Power is changed to the same value as the selected Ninja during this turn.

 

J-083 Formation Ino-Shika-Cho - Earth

Chakra cost: Earth / 1 - Uncommon

Requirements: ''Ino Yamanaka'', ''Shikamaru Nara'', and ''coji Akimichi''

Target: Every Ninja in user's Team.

The target can use Jutsu cards with ''Requirements: 'Mind' Combat Attribute'', ''Requirements: 'Shadow' Combat Attribute'', and ''Requirements: 'Food' Combat Attribute'' without paying their Jutsu costs during this turn.

 

J-084 Curse Mark Jutsu - Earth

Chakra cost: Water / Earth - Uncommon

Requirements: ''Orochimaru''

Target: 1 Ninja Battling against the user.

Make the target your Battle Reward. However, your opponent can negate this effect by discarding 2 of their Battle Rewards to their original owner's Discard Pile.

 

Missions

 

M-043 Combat in Extreme Conditions - Lightning

Turn 1 hand cost 1 - Uncommon

Move your Turn Marker up by 1. You cannot move the Turn Marker up during your End Phase of the turn you apply this effect.

 

M-044 Mission Refusal - Lightning

Turn 2 hand cost 1 - Common

Target: 1 Client

Lightning
Discard the target.

 

M-045 Broken Seal - Lightning

Turn 2 hand cost 1 - Rare

Permanent

You can discard 3 cards in your Chakra area at the beginning of your turn. Then, draw 1 card.

 

M-046 Preliminary Examination - Lightning

Turn 2 hand cost 1 - Common

Permanent

All ''Genin'' Ninjas can neither be included in any Teams nor be sent out to Battle during the turn they are put in play.

 

M-047 Stay Out of This! - Fire

Turn 3 hand cost 1 - Uncommon

Target: 1 Ninja of ''Chunin'' or higher Rank being deployed.

Counter

Move the target back to its owner's hand. Your opponent cannot deploy a Ninja with the same name as the target during this turn.

 

M-048 Examination Rule - Fire

Turn 3 hand cost 1 - Common

Permanent

All Teams of only 1 ''Chunin'' lower Rank Ninja cannot win any Battle Rewards

 

M-049 Surprise Attack - Fire

Turn 4 hand cost 1 - Common

Target: 1 Ninja with the Entrance cost X

Discard X number of your Battle Rewards to the original owner's Discard Pile and injure the target (The minimum value of X is 1.)

 

M-050 A Tool Called "Ninja" - Water

Turn 0 hand cost 1 - Common

Target: (1) 1 of your in-play Ninjas (2) 1 of your injured Ninjas, except (1)

Send target (1) to your Chakra area to heal target (2).

 

M-051 Appearance of Unknown Rivals - Water

Turn 2 hand cost 1 - Rare

Permanent (3)

Draw 1 card every time your opponent deploys a Ninja. This effect cannot be duplicated.

 

M-052 The End of the Demon - Water

Turn 4 hand cost 1 - Super Rare

Target: 1 of your Chunin or higher rank ninjas with a water symbol. 1 of your opponent's ninjas or chakra.

Discard the target.

 

M-053 Written Test - Wind

Turn 1 hand cost 1 - Uncommon

All Team perform a Mental Power during this turn

 

M-054 Cheating Prevention - Wind

Turn 3 hand cost 1 - Uncommon

Teams with 2 or less Team Mental Power cannot be sent to battle this turn.

 

M-055 Sharp Words - Wind

Turn 3 hand cost 1 - Common

Permanent (3)

The Attack may only send out X Teams. X = the number of Ninja Blade coins on this card.

 

M-056 Pass Permit - Wind

Turn 4 hand cost 1 - Uncommon

Target: 1 of your Ninjas
The target's Team cannot be blocked by a Team which includes a Ninja with the symbol different from the target.

 

M-057 Forbidden Technique - Earth

Turn 2 hand cost 1 - Common

Select 1 symbol. Jutsu cards with the selected symbol cannot be used during this turn.

 

M-058 Broken Heart - Earth

Turn 3 hand cost 1 - Common

Target: Both players’ in-play ''Permanent'' Mission cards.
Send the target to their original owner's Chakra area.

 

M-059 First Chunin Exam - Earth

Turn 3 hand cost 1 - Rare

Permanent (2)

All teams perform a Mental Power Battle

 

M-060 Dreadful Scars - Earth

Turn 3 hand cost 1 - Common

Permanent (2)

All Ninja's are deployed in injured status

 

M-061 Konohamaru Ninja Squad Appears! - Lightning

Turn 1 hand cost 1 - Common

Permanent

All ''Ninja Academy Students'' Ninjas get +0/+1.

 

M-062 No Lunch - Lightning

Turn 2 hand cost 1 - Uncommon

Permanent (1)

Neither play can draw during their Start Phase.

 

M-063 All Nine Rookies Face Off - Fire

Turn 2 hand cost 1 - Uncommon

You may deploy an additional Ninja this turn if you have fewer in-play Ninja's than you opponent after deploying 1 Ninja.

 

M-064 Survival Exercise - Fire

Turn 4 hand cost 1 - Uncommon

Both players move 1 ''Genin'' Ninja of their choice to the bottom of its original owner's Deck for every 3 ''Genin'' Ninjas in their Village.

 

M-065 Picking Empty Cans - Wind

Turn 2 hand cost 1 - Common

Target: 1 Ninja in your Discard Pile
Send the Target to your Chakra area.

 

M-066 Weeding - Earth

Turn 1 hand cost 1 - Common

Each play send 1 or 2 cards (their choice) from the top of their Deck to their original owner's Chakra area.

 

M-067 Heaven Scroll - Lightning

Turn 3 hand cost 1 - Common

Permanent

You can discard this card and your ''Earth Scroll'' Mission card at the beginning of your turn. (both cards must be in play when your discard them). Then, get 2 Battle Rewards.

 

M-068 Beyond the Goal - Lightning

Turn 0 hand cost 1 - Common

Target: All your Ninjas.
When the target's Team wins a Battle Reward during this turn, heal all the Ninjas in the Team.

 

M-069 Sweet Tooth - Lightning

Turn 3 hand cost 1 - Common

Permanent

You may discard 2 cards in your Chakra area with the same symbol at the beginning of your turn. Then, your opponent discards 1 card in their hand at random and draws 1 card.

 

M-070 Here Comes Second Test Proctor Anko Mitarashi! - Lightning

Turn 4 hand cost 1 - Rare

Both players charge all cards in their hand to their Chakra area and then draw cards until they have 3 cards in their hand.

 

M-071 Curse Mark Out of Control - Fire

Turn 3 hand cost 1 - Rare

Target: 1 Ninja
Permanent (3)

The target gets +1/+1. The target's Team cannot win any Battle rewards. When this card is put in play. Place a Ninja Blade coin symbolizing this effect on the target.

 

M-072 Revive, Sharingan! - Fire

Turn 0 hand cost 1 - Common

Discard all cards in your hand (unless there are none) Then, search for 1 Ninja with ''Sharingan Eye'' in your Deck and show it to your opponent. Then, place it in your hand and shuffle your Deck.

 

M-073 Survival in the Forest of Death - Fire

Turn 3 hand cost 1 - Rare

Permanent (2)

If a player sends out at least 1 Team to Battle, give 1 Damage to 1 of their Ninjas at the end of turn. This effect cannot be duplicated.

 

M-074 Striking a Deal - Water

Turn 1 hand cost 1 - Rare

Target: (1) X number of your Battle Rewards. (2) X number of your Ninjas.
Discard target (1) to the original owner's Discard Pile and heal the target (2).

 

M-075 Observer - Water

Turn 2 hand cost 1 - Common

Select 1 Symbol. All cards in your Chakra area are considered to have the selected symbol in addition to their original symbols during this turn.

 

M-076 Image of Death - Water

Turn 5 hand cost 1 - Common

Target: Every Ninja
Counter

The target cannot be sent out to Battle this turn.

 

M-077 Ninja Poem Titled "Ninja Opportunity" - Wind

Turn 3 hand cost 1 - Common

Counter

Your opponent cannot include Ninja's with different symbols in the same Team this turn.

 

M-078 Lucky! - Wind

Turn 1 hand cost 1 - Common

Target: 1 of your opponent's Battle Rewards.
Flip a Ninja Blade coin; if it's heads, discard the target. If it is tails, your opponent draws 1 card.

 

M-079 The Fastest Ones - Wind

Turn 2 hand cost 1 - Rare

Permanent

You win the game when you win a total of 9 Battle Rewards instead of 10. This effect cannot be applied to your opponent. This card cannot be played if you have 5 or more Battle Rewards.

 

M-080 Sakura's Decision - Wind

Turn 2 hand cost 1 – Super Rare

Target: 1 of your healthy female ninjas.
Injure the target, then draw the same amount of cards as the target's mental power.

 

M-081 Earth Scroll - Earth

Turn 3 hand cost 1 - Common

Permanent

You may discard this card and your ''Heaven Scroll'' Mission card at the beginning of your turn (both cards must be in play when you discard them). Then, draw 2 cards

 

M-082 Securing Food - Earth

Turn 2 hand cost 1 - Common

Permanent (1)

No Ninjas can be sent out to Battle.

 

M-083 Promise from the Past - Earth

Turn 2 hand cost 1 - Uncommon

Look at the top 5 cards of your Deck. If there are 1 or more ''Female'' Ninjas among the cards, select 1 ''Female'' Ninja of your choice, show it to your opponent and place it in your hand. Then, return the rest of your Deck and shuffle it.

 

M-084 Starving - Earth

Turn 3 hand cost 1 - Common

Permanent

Both players give 1 Damage to 1 of their Ninjas is they have 2 or less cards in their hand at the end of their turn. This effect cannot be duplicated

 

 

(Still working on the other spoiler lists. They shall be ready soon.)

 

 

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