0/720 unique | 0 total cards




Stage 3 · Six Paths Sage Mode

Stage 3 · Six Paths Sage Mode EX





Stage 3 · Rinnegan Awakened

Stage 3 · Rinnegan Awakened EX

Stage 3 · Susanoo Perfect Form




Stage 2 · Byakugou Unleashed EX




Stage 3 · Kamui Susanoo

Stage 3 · Kamui Susanoo EX






Stage 2 · Eighth Gate: Death













Stage 1 · Toad Sage Mode

Stage 1 · Toad Sage Mode EX


Basic · Legendary Healer EX


Basic · Legendary Sannin EX


Basic · First Hokage EX





Stage 1 · Fourth Hokage EX
















Unleash forbidden power at a terrible cost. Massive damage.
Teleport instantly. Switch your Active with a Bench Ninja.
Massive wind damage that cuts the target at the cellular level.
Warp the target into another dimension. Draw 2 cards.
Kakashi's refined Chidori that can cut lightning itself.
Draw natural chakra. Heal 60 HP and power up attacks.
A thousand birds of lightning pierce through armor.
A Hyuga defensive rotation. Heal 40 HP.
Your opponent's Active Ninja cannot use abilities during their next turn.
Heal 50 damage from your Active Ninja. You cannot attack this turn.
Deal 50 damage to the Defending Ninja.
Search your deck for any Stage 0 Ninja card and put it onto your Bench. Shuffle your deck.
Draw 2 cards. If any of your Ninja were knocked out during your opponent's last turn, draw 4 cards instead.
Discard 1 Chakra card attached to your opponent's Active Ninja.
Prevent all damage done to your Active Ninja during your opponent's next turn.
Kiba and Akamaru spin into a cyclone strike.
Deal 40 damage to your opponent's Active Ninja. If your Active Ninja is Fire type, deal 50 instead.
Your opponent's Active Ninja's attacks do 20 less damage during their next turn.
Deal 40 damage to your opponent's Active Ninja. If your Active Ninja is Lightning type, the Defending Ninja is now paralyzed.
Seize the target's body. Apply Confusion.
Prevent the next 30 damage done to your Active Ninja.
Search your deck for a Ninja card with the same name as your Active Ninja and put it onto your Bench. Shuffle your deck.
Lock the opponent in place. Apply Paralyze.
Switch your Active Ninja with one of your Benched Ninja. The new Active Ninja cannot be damaged during your opponent's next turn.
Draw 3 cards. Then discard 1 card from your hand.
Search your deck for up to 2 Chakra cards and attach them to one of your Ninja. Shuffle your deck.
Your Active Ninja copies the attacks of the Defending Ninja until the end of your next turn.
Deal 40 damage to your opponent's Active Ninja. If your Active Ninja is Water type, deal 50 instead.
Deal 30 damage to your opponent's Active Ninja and 10 damage to one Benched Ninja.
Attach an extra Chakra card from your hand to one of your Ninja this turn.
Remove all status conditions from one of your Ninja. Heal 20 damage from that Ninja.
Grow to crush foes. Deal 40 damage.
Your opponent's Active Ninja is now confused.
Look at your opponent's hand.
Heal 30 damage from one of your Ninja.
Your opponent's Active Ninja is now poisoned.
Deal 30 damage to your opponent's Active Ninja.
Switch your Active Ninja with one of your Benched Ninja.
Three-pronged marker kunai. Attached Ninja's attacks do 20 more damage.
Attached Ninja's attacks do 15 more damage.
Attached Ninja's retreat cost is reduced by 1.
If attached Ninja has 30 HP or less remaining, its attacks do 30 more damage.
Attached Ninja cannot be affected by status conditions.
Attached Ninja heals 10 HP each turn.
Attached Ninja's attacks do 20 more damage.
Attached Ninja's attacks do 20 more damage. Attached Ninja takes 10 more damage from attacks.
When attached Ninja is knocked out, deal 40 damage to the opponent's Active Ninja.
If the attached Ninja is damaged by an attack, the attacker is now paralyzed.
Attached Ninja's retreat cost is increased by 2. Attached Ninja's attacks do 20 more damage.
Attached Ninja's attacks do 10 more damage.
Once per turn, heal 10 damage from the attached Ninja.
Attached Ninja's attacks have a 20% chance to burn the target.
Once per turn, you may deal 20 damage to one of your opponent's Benched Ninja.

Search your deck for any 1 card and add it to your hand. Shuffle your deck.

Your Active Ninja's attacks do 30 more damage this turn. That Ninja takes 10 damage at the end of your turn.

Attach 1 Earth Chakra card from your discard pile to one of your Benched Ninja. Draw 1 card.

Your opponent's Active Ninja is now confused. Draw 1 card.

Draw 2 cards.



Stage 2 · Shukaku Unleashed

Stage 2 · Shukaku Unleashed EX

Stage 2 · Sand Shroud Valor





Basic · Fourth Kazekage











Basic · Magnet Release Legend



Stage 2 · Gaara Perfect Bond
Deal 140 damage to the Defending Ninja and 30 to each Benched opponent.
Deal 150 damage to the Defending Ninja. You must have a Puppet Master Ninja in play.
Deal 120 damage to the Defending Ninja. Discard 2 Chakra from your active Ninja.
Attach up to 3 Tool cards from your hand to your Ninjas for free this turn.
Deal 100 damage to the Defending Ninja. Burn it.
Your Earth Ninjas take 20 less damage next turn.
Seal the Defending Ninja. It cannot retreat or use an Ability next turn.
Deal 60 damage to the Defending Ninja and Paralyze it.
Deal 60 damage to the Defending Ninja and 20 damage to each Benched opponent.
Deal 70 damage to the Defending Ninja.
All opposing Ninjas' attacks cost 1 more Colorless Chakra this turn.
Your Earth Ninjas gain +20 HP until end of turn.
Deal 40 damage. Discard 1 card from your hand.
Deal 50 damage to the Defending Ninja. The opponent must switch their Active Ninja.
Seal the Defending Ninja. It cannot retreat next turn.
Your Active Ninja takes 30 less damage next turn.
Deal 40 damage to the Defending Ninja and Poison it.
Look at the opponent's hand. Draw 1 card.
Deal 40 damage to all opposing Ninjas.
Reattach all Chakra from your Active Ninja to a Benched Ninja.
Deal 30 damage to the Defending Ninja.
Flip a coin. On heads, the Defending Ninja is Confused.
Chiyo's signature puppet pair. While attached, attacks from this Ninja deal +30 damage. Only Chiyo may wear this.
The wearer's Earth attacks deal +20 damage.
The Ninja wearing this takes 10 less damage from attacks. At the end of your turn, recover 10 HP.
The wearer takes 20 less damage from Colorless attacks.
The wearer gains +30 HP. Only a Kage can wear this.
While equipped, the wearer takes 20 less damage. Destroyed if the wearer is KO'd.
The wearer's Wind attacks cost 1 less Colorless Chakra.
While equipped, attacks from this Ninja also Seal the Defender.
While equipped, the wearer's attacks may Poison the Defender.
Attach to a Ninja. Attacks from this Ninja also Poison the Defender.
The wearer's basic attacks deal +10 damage.
At the end of your turn, this Ninja recovers 15 HP.
Once per turn, switch a Benched opponent Ninja with their Active Ninja.

Look at the top 5 cards of your deck. Take an Earth Ninja and add it to your hand. Shuffle the rest back.

Draw 2 cards. If you have a Sand Ninja in play, draw 1 more.

Heal 40 HP from one of your Ninjas. If it's Gaara, heal 80 instead.



Basic · God of Amegakure

Basic · God of Amegakure EX




Stage 1 · The Original Rinnegan

Stage 1 · The Original Rinnegan EX


Stage 1 · Paper God Technique



Stage 1 · Mangekyo Susanoo

Stage 2 · Crow's Eternal Promise

Stage 2 · Crow's Eternal Promise EX


Stage 1 · Samehada Fusion

Stage 1 · Samehada Fusion EX





Stage 2 · Hundred Puppets Master

Stage 2 · Hundred Puppets Master EX

Basic · Jashinist Immortal


Stage 1 · Five Hearts Unleashed

Basic · Tobi the Masked Man

Stage 1 · Ten-Tails Jinchuriki

Stage 1 · Ten-Tails Jinchuriki EX




Stage 1 · Akatsuki Sage Apprentice

Basic · Salamander of the Mist
Bring back a KO'd Legendary Ninja from your discard pile with 50 HP. You take 30 damage.
Deal 100 damage and switch the Defending Ninja with a Benched one.
Deal 120 damage to the Defending Ninja and Burn it.
Deal 150 damage to the Defending Ninja.
Steal one Chakra from the Defender and attach it to your Ninja. Deal 80 damage.
If your Ninja would be KO'd this turn, instead heal it to full HP. Discard 1 Chakra.
The Defending Ninja is Paralyzed until it repeats its last action.
Deal 180 damage to the Defending Ninja. You must have Sasori in play.
Put a Pain Path card from your deck into play on your Bench. Shuffle your deck.
Paralyze the Defending Ninja for 3 turns. You must have an Uchiha Ninja in play.
Deal 50 damage to all opposing Ninjas. Extract 1 Chakra from each.
Deal 200 damage to the Defending Ninja. Discard this card and all your Chakra.
Deal 80 damage to the Defending Ninja. You also take 40 damage.
Prevent all damage to your Active Ninja this turn. You must have Obito in play.
Your Active Ninja takes 50 less damage until end of next turn.
Deal 140 damage to the Defending Ninja.
Seal the Defending Ninja — it cannot attack next turn. Deal 60 damage.
Prevent all damage to your Active Ninja this turn.
Deal 70 damage to the Defender and 20 to each Benched opponent.
Deal 100 damage to ALL opposing Ninjas.
Deal 80 damage to the Defender and 30 to each Benched opponent.
Deal 60 damage to each opposing Ninja.
Nullify the next jutsu your opponent uses this turn. Draw 1 card.
The Defender discards its top 2 Chakra.
Deal 30 damage to any opposing Ninja.
Attach to a Water Ninja. Their attacks absorb 10 HP from the Defender.
Attach to Hidan. Attacks ignore the Defender's damage reduction.
Attach to Sasori. Reduce damage taken by 30.
Attach to an Uchiha. Once per battle, escape a KO — heal to 50 HP instead.
The wearer gains access to all Chakra types at cost +1.
The wearer takes no damage from Fire attacks for one turn.
Draw 1 extra card each turn while this is attached.
The wearer gains +10 HP per Akatsuki Ninja on your Bench.
The wearer's retreat cost is reduced by 1.
Attach to Deidara. His attacks deal +20 damage.
Discard your hand. Draw 5 cards.

Search your deck for any Jutsu Scroll and add it to your hand.

Heal one of your Ninjas to full HP and give it Sage Insight (look at top 3 cards each turn).

Switch your Active Ninja with a Benched Water Ninja. Draw 2 cards.

Search your deck for any Tool card and attach it to one of your Ninjas.

Look at your opponent's hand. Discard 1 card of your choice.

Basic · One-Tailed Tanuki

Basic · Two-Tailed Cat

Basic · Three-Tailed Turtle

Basic · Four-Tailed Ape

Basic · Five-Tailed Dolphin-Horse

Basic · Six-Tailed Slug

Basic · Seven-Tailed Beetle

Basic · Eight-Tailed Ox

Basic · Eight-Tailed Ox EX

Basic · Nine-Tailed Fox

Basic · Nine-Tailed Fox EX

Basic · Juubi — The God Tree








Stage 1 · Perfect Jinchuriki


Stage 2 · Shukaku Perfect Harmony



Basic · Kurama Chakra Mode
Basic · Fragment of Kaguya
Deal 140 damage to all Ninjas (yours and opponent's).
Deal 80 damage to all opposing Ninjas.
Your Naruto Ninjas gain +40 HP and can attack twice this turn.
Deal 160 damage to the Defending Ninja. You must have a Tailed Beast in play.
KO the Defending Jinchuriki. Opponent takes +1 point penalty.
All your Ninjas' attacks deal +30 damage this turn.
Deal 120 damage to the Defending Ninja. You must have Gyuki or an Eight-Tails host in play.
Your Active Ninja gains +80 HP and +30 damage for 2 turns.
If you have two or more Jinchuriki in play, draw 3 cards.
Deal 90 damage to the Defending Ninja.
Transfer 50 HP from a Bijuu Ninja to any other Ninja.
Your Active Ninja's next attack does double damage. This Ninja takes 30 damage.
The Defending Ninja is Sealed. Cannot use Abilities.
Your Active Ninja gains +40 HP and +20 damage until end of turn.
Attach a Chakra card to a Bijuu from your discard pile.
Draw 2 cards. If you have Killer Bee in play, draw 2 more.
Reveal the top 3 cards of your deck. Take all Bijuu/Jinchuriki into your hand.
Attach to Killer Bee. He may attack twice per turn.
The wearer's Fire/Wind attacks deal +40 damage.
The wearer gains +60 HP and becomes immune to Poison/Burn.
Opposing Ninjas' attacks have a 50% chance to fail this turn.
Attach to a Jinchuriki. The wearer takes 20 less damage.
Look at your opponent's hand. If they have a Bijuu, discard it.
The wearer takes 30 less damage from Lightning attacks.
The wearer's tailed-beast attacks cost 1 less Chakra.
The wearer's internal bijuu chakra cannot be extracted or Sealed.
The wearer cannot be Confused.
The wearer may use Fire attacks with Earth Chakra.

Look at the top 5 cards of your deck. Put any Bijuu found into your hand.

Force the opponent to discard 2 cards from their hand.

Heal all your Ninjas to full HP. Draw 1 card.


Stage 1 · Fifth Mizukage

Stage 2 · Lava Queen Radiant

Stage 2 · Lava Queen Radiant EX



Basic · Three-Tails Perfect Jinchuriki













Your Mist Ninjas ignore 'once per battle' restrictions this turn.
If you have 3 or more Mist Swordsmen in play, deal 200 damage to the Defender.
Deal 40 damage to all opposing Ninjas and Burn them.
Prevent all damage to your Active Ninja this turn. You must have Haku in play.
The Defending Ninja is Confused.
Paralyze all opposing Ninjas.
Deal 70 damage and discard 1 Chakra from the Defender.
Deal 80 damage to the Defender and 30 to each Benched opponent.
Deal 120 damage and switch the Defender.
Your Fire Ninjas gain +40 HP this turn.
Deal 80 damage with 50% chance to Paralyze.
Opponents cannot play Jutsu Scrolls next turn.
If this Jutsu would KO the Defender, ignore their Ability.
Deal 100 damage to the Defending Ninja.
Both players discard 1 card from their hand.
The Defending Ninja is Paralyzed.
All Ninjas have +1 retreat cost this turn.
Look at the opponent's hand and Bench. Draw 2 cards.
Put a Water Clone onto your Bench (50 HP, 20 damage attack).
The Defending Ninja cannot retreat next turn.
Switch the Defending Ninja. Deal 50 damage.
All opposing Ninjas have -20 damage until your next turn.
Heal 40 HP from one of your Water Ninjas.
Deal 20 damage to each opposing Ninja.
When this Ninja is KO'd, opponent draws no bonus point.
Attach to Chojuro. His attacks deal +50 damage.
Attach to a Water Ninja. Their attacks deal +40 damage. Heals +10 when wearer deals damage.
The wearer's attacks absorb 10 HP.
Attach to a Ninja. When it's KO'd, deal 60 damage to the attacker.
The wearer's attacks ignore 20 points of damage reduction.
The wearer's Lightning attacks deal +30 damage.
The wearer's attacks also Seal the Defender.
The wearer's Sword-named Tools deal +20 damage each.
The wearer's Fire attacks deal +30 damage and cost +1.
Attach to Utakata. His attacks have 100% chance to Paralyze.
The wearer can use Water attacks with Colorless Chakra.
The wearer's attacks Paralyze on a successful hit.
The wearer takes 10 less damage from Jutsu Scrolls.
The wearer heals 10 HP at the end of each turn.

Deal 60 damage to the Defending Ninja and Burn it.

Search your deck for a Mist Sword Tool and attach it to a Ninja.

Look at the opponent's entire hand and top 3 deck cards.


Stage 1 · Fourth Raikage — Lightning Armor

Stage 1 · Fourth Raikage — Lightning Armor EX

Basic · Unbreakable Shield


Stage 1 · Fifth Raikage


Stage 1 · Perfect Jinchuriki Union

Stage 1 · Perfect Jinchuriki Union EX


Stage 1 · Matatabi Unleashed

Basic · Previous Eight-Tails Host



Basic · Twin Edge of Lightning







Deal 110 damage. Cannot be avoided.
Deal 200 damage. Requires 3 Lightning Chakra.
Deal 180 damage. This Ninja takes 50 damage.
Deal 140 damage to the Defender. Discard 1 Chakra from your Active Ninja.
Deal 130 damage. You must have A or Third Raikage in play.
Your Active Ninja attacks twice next turn.
Deal 60 damage to 3 opposing Ninjas.
Deal 100 damage. Ignore 20 points of damage reduction.
Deal 100 damage to the Defender. Costs less if you have Killer B in play.
Deal 70 damage and paralyze the Defender.
Deal 90 damage to the Defending Ninja.
Switch any of your Ninjas with any other.
Deal 50 damage to all opposing Ninjas.
Draw 3 cards. If Killer B is in play, draw 5.
All opposing Ninjas' next attacks cost 1 more Chakra.
Your Bench Ninjas deal +20 damage while a Raikage is Active.
Deal 80 damage and switch the Defender.
All your Lightning Ninjas gain +20 damage this turn.
Summon a Lightning Clone to your Bench (60 HP, 40 damage Lightning attack).
Opposing Ninjas' retreat cost is +1 this turn.
Move Lightning Chakra between your Ninjas freely this turn.
Attach 2 Lightning Chakra from your discard pile.
Your Active Ninja takes 30 less damage next turn.
Deal 50 damage to a Benched opponent.
Heal 50 HP from your Active Ninja.
Attach to Killer B. He may attack twice per turn.
The wearer's Lightning attacks deal +40 damage. Ignore 20 damage reduction.
Attach to Killer B or a Jinchuriki. Attacks deal +30 damage.
Once per battle, teleport your Active Ninja to the Bench without paying retreat cost.
The wearer's taijutsu attacks deal +30 damage.
At the start of your turn, this Ninja gains 1 Colorless Chakra.
This Ninja's attacks have 50% chance to Paralyze.
The wearer's Storm Release attacks cost 1 less Water Chakra.
The wearer's basic attacks deal +15 damage.
The wearer's attacks Paralyze on success.
The wearer takes 20 less damage from Lightning.
The wearer gains +10 HP.

Your Lightning Ninjas deal +30 damage this turn.

Your Active Ninja becomes immune to damage for one attack.

Search your deck for any Storm Release Jutsu and add it to your hand.

Heal 60 HP from all your Jinchuriki Ninjas.

Look at the opponent's hand and Bench. Draw 1 card.

Shuffle your discard pile into your deck. Draw 3 cards.


Stage 1 · Third Tsuchikage — Dust Release

Stage 2 · Ghost of Iwagakure

Stage 3 · Dust Release Ascendant

Stage 3 · Dust Release Ascendant EX

Basic · Second Tsuchikage

Basic · First Tsuchikage








Deal 200 damage to the Defender. Discard 3 Chakra.
The Defending Ninja is Sealed. Deal 80 damage.
Deal 100 damage and 30 to a Benched opponent.
Deal 80 damage and Burn the Defender.
Deal 150 damage. Discard 2 Chakra.
Seal all opposing Ninjas. Discard 2 Chakra.
Your Active Ninja takes no damage next turn. Cannot attack next turn.
Bind the Defending Ninja. It cannot retreat or be switched.
Deal 100 damage to the Defending Ninja.
Opposing Ninjas' retreat cost is +2 next turn.
Deal 60 damage to all Ninjas (yours included, exempt Earth-type).
Your Ninja gains +60 HP but retreat cost +2.
Deal 70 damage and give the attacker +20 HP.
Summon a Rock Golem to your Bench (130 HP).
Deal 50 damage to each opposing Ninja.
Prevent the next 40 damage to your Active Ninja.
Deal 60 damage and slow the Defender (+1 retreat cost next turn).
Summon 3 Mud Wolves (30 HP each, 30 damage attack).
Deal 80 damage. Bonus 40 if your Ninja has Earth Chakra attached.
Deal 40 damage to each opposing Ninja.
Your Active Ninja cannot be targeted by Jutsu next turn.
Increase a target's retreat cost permanently by 2.
Your Active Ninja gains +40 HP.
Summon an Earth Clone (70 HP, 40 damage attack).
Deal 50 damage. +20 if target is Water-type.
Switch the Defending Ninja and deal 30 damage.
The wearer absorbs 1 Earth Chakra per turn.
The wearer's retreat cost is 0.
Attach to a Ninja. Their attacks ignore damage reduction.
The wearer's Earth attacks deal +20 damage.
Once per battle, negate all damage from one attack.
Reduce damage from taijutsu attacks by 25.
Deal +40 to taijutsu attacks when removed (discard this).
The wearer gains +40 HP. Only a Kage can wear this.
The wearer's Fire/Earth attacks also Burn.
The wearer's Earth Chakra costs are reduced by 1.
The wearer's basic attacks deal +15 damage.
Reduce incoming damage by 20.
The wearer gains +10 HP.

Your Earth Ninjas attacks ignore damage reduction this turn.

Target opposing Ninja cannot attack next turn.

Search your deck for an Earth Ninja and add it to your hand.

Heal 40 HP from all your Earth Ninjas.

Draw 3 cards. Discard 1.


Stage 1 · Serpent Sage of Otogakure

Stage 2 · White Snake Sage — True Form

Stage 3 · Eight-Headed Spirit

Stage 3 · Eight-Headed Spirit EX


Stage 1 · Sage of Snakes


Stage 1 · Shikotsumyaku Awakened












When your Ninja would be KO'd, replace with a Benched Snake Ninja at full HP. Costs 2 Colorless.
Revive a KO'd Legendary Ninja from your discard pile at 60 HP. Take 40 damage.
Deal 180 damage. Requires Orochimaru in play.
Summon Manda (Giant Serpent, 180 HP, 150 damage).
Destroy one of your Benched Ninjas. Your Active Ninja heals to full HP and gains +40 damage.
Your Active Ninja gains +60 HP and +40 damage. Take 30 self-damage.
Your Active Ninja gains +60 HP and +30 damage this turn. Discard 1 card.
Deal 160 damage. Requires Kimimaro in play.
Take control of the Defender's next attack.
Your Active Ninja gains +50 HP and +20 damage until end of turn.
Next turn, your Ninjas attack twice.
The Defender loses 1 Chakra each turn for 3 turns.
Attach a Cursed Seal Tool from your deck to one of your Ninjas.
Deal 80 damage. Cannot be blocked by standard damage reduction.
Confuse all opposing Ninjas.
Your Active Ninja takes 40 less damage this turn. Only Suigetsu.
Summon Giant Snake (100 HP, 80 damage attack) to your Bench.
Seal the Defending Ninja and heal 30 HP to your Active.
Deal 110 damage to a Benched opponent.
Deal 80 damage. Jirobo-specific.
Deal 80 damage and Seal the Defender.
Deal 40 damage to each opposing Ninja.
Deal 50 damage and Poison the Defender.
Switch your Active Ninja with a Benched one without retreat cost.
Attach to Orochimaru. His attacks ignore 20 damage reduction.
The wearer's HP is +40. -10 draw per turn.
The wearer's attacks deal +20 damage but they take 10 self-damage per turn.
The wearer may use one-time Sharingan Genjutsu (Paralyze opponent).
Once per battle, summon 3 Giant Snake clones (80 HP, 50 damage).
The wearer heals 20 HP per turn.
Once per battle, ignore 1 instance of Poison/Burn/Seal.
This Ninja's sound/music attacks Confuse on a successful hit.
Attach to Tayuya. Her Confusion effects last 2 turns.
The wearer's attacks may deal +30 damage (50% chance).
Reduce incoming damage from Fire attacks by 30.
The wearer gains +10 HP.
The wearer's taijutsu attacks deal +15 damage.

Search your deck for any Curse Seal Tool and attach it to a Ninja.

Look at opponent's hand. Discard 1 card of your choice.

Your Earth Ninjas attacks ignore damage reduction this turn.

Draw 2 cards.

Deal 60 damage to a Benched opponent.




Stage 2 · Six Paths Origin

Stage 2 · Six Paths Origin EX



Stage 1 · Rain Resistance Leader EX


Stage 1 · Amegakure Guardian

Stage 2 · Six Hundred Billion Papers

Basic · Pre-Akatsuki Hanzo





All your Water Ninjas gain 'Rain Aura' (first attack each turn is free).
Your Water Ninjas deal +30 damage for the next 3 turns.
Seal all Benched opposing Ninjas.
Deal 110 damage. Hanzo in play required.
Poison all opposing Ninjas.
The Defender is Paralyzed and Sealed next turn.
Deal 80 damage to any 2 opposing Ninjas.
Your Active Ninja becomes untargetable by jutsu next turn.
Deal 60 damage to the Defender and 20 to each Benched opponent.
Deal 90 damage to the Defender.
All Water Ninjas gain +20 HP this turn.
Attach 2 Water Chakra from your discard pile.
Summon a Rain Clone to your Bench (60 HP, 30 damage Water attack).
Your Active Ninja takes 40 less damage next turn.
Look at opponent's hand. Draw 2 cards.
Deal 50 damage and Paralyze the Defender.
Your Water attacks deal +20 damage this turn.
The Defender is Sealed next turn.
Prevent all damage from the next attack.
Deal 30 damage to each opposing Ninja.
Deal 40 damage.
Attach to Hanzo. His attacks double Poison damage.
The wearer's Poison deals +10 damage per turn.
Once per turn, draw 1 extra card.
The wearer's attacks deal +25 damage to Benched opponents.
Once per battle, make this Ninja untargetable for a turn.
Attach to Konan. Retreat cost is 0.
The wearer's Water attacks cost 1 less Chakra.
Reduce Water damage by 30.
Attached Water Chakra is permanent (cannot be discarded by opponent).
The wearer's attacks also Paralyze.
Reduce incoming Water damage by 20.
Attach to a Rain Ninja. Attacks Paralyze on 50% chance.
Wearer gains +10 HP.
The wearer takes 10 less damage.

Revive a KO'd Water Ninja from your discard pile at 80 HP.

All your Water Ninjas draw 1 card next turn.

Search your deck for a Paper Jutsu or Tool and add it to your hand.

Your Poison effects deal +20 damage per turn this battle.

Basic · Rabbit Goddess

Stage 1 · Rabbit Moon Form

Stage 1 · Rabbit Moon Form EX

Basic · Sage of Six Paths

Basic · Sage of Six Paths EX


Basic · Moon's Guardian


Basic · Uchiha Ancestor

Basic · Senju Ancestor

Basic · Rikudo Sage Mode

Stage 1 · Ten-Tails Jinchuriki

Stage 1 · Ten-Tails Jinchuriki EX

Deal 200 damage to all opposing Ninjas.
Deal 180 damage and force Defender switch.
Deal 260 damage. Requires a Legendary Ninja in play.
Deal 280 damage to the Defender. Discard 3 Chakra.
Paralyze all opposing Ninjas for 2 turns.
Take control of the Defender next turn.
Summon any Ninja from your deck to your Bench for free.
Create any Jutsu Scroll effect (opponent chooses).
Swap one of your Ninjas with any opponent's Ninja.
Revive all your KO'd Ninjas from this battle at 50 HP. Once per battle.
Revive a KO'd Legendary Ninja from discard at full HP. Discard 4 Chakra.
Deal 120 damage to all opposing Ninjas and force all to Bench.
Seal the Defending Ninja. Deal 120 damage.
The wearer's next 3 attacks are guaranteed criticals (+50% damage).
Summon a Limbo Clone (invisible, 50 HP, 80 damage attack).
Your Active Ninja gains +100 HP and +50 damage for 3 turns.
Deal 100 damage to the Defender and 40 to each Benched opponent.
Transfer damage from your Active Ninja to an opponent.
Plant a seed on the Defender. They take 40 damage per turn.
Steal a Tool from the Defender for this turn.
Heal all your Ninjas by 60 HP.
Summon a Shadow Clone of your Active Ninja (same HP, same attacks).
Look at opponent's hand, Bench, and top 3 deck cards. Draw 1.
Move any number of Chakra between your Ninjas freely.
Attach to Madara. Reflect the next single-target Jutsu back at its caster.
The wearer's Colorless attacks deal +40 damage.
The wearer may use Colorless Chakra as any element.
Attach to Kaguya. She becomes immune to all single-target Jutsu.
The wearer gains +50 HP.
Once per battle, fully heal the wearer.
The wearer's Lightning attacks ignore damage reduction.
Legendary Ninjas you control deal +20 damage.
The wearer's max HP is +30. Cannot be dispelled.
The wearer ignores 20 damage reduction on their attacks.
The wearer takes 20 less damage from all Jutsu Scrolls.
Reduce incoming damage by 15.
Gain +5 HP. Holds 1 extra Chakra.

All your Ninjas' status effects are cleansed. Draw 3 cards.

Revive any KO'd Ninja at full HP from your discard pile.

Look at opponent's hand and top 5 deck cards.

Heal all your Ninjas by 40 HP and draw 2 cards.

All your Legendary Ninjas deal +40 damage this turn.