Official Keywords
Burst: When this Ninja is put in play, reveal the top card of your Deck. That card remains face up until the end of this turn as long as it remains on top of your Deck. In that case, this Ninja gets +X/+X during this turn, where X = the revealed card’s Entrance cost.
Combination (X/X, Y): When a Jutsu with Combination is used by a Ninja in a Team with another Ninja that match the items listed (X/X, Y), the effect specified will occur when the Jutsu resolves from the Chain. The items can be names, Symbols, Combat Attributes, or Characteristics.
Desperation: If your opponent has 5 or more Battle Rewards, Activated Abilities of this card can be activated up to twice per turn.
Expert [X]: If the user of this Jutsu is or has X, apply this effect when it resolves. Expert either adds an effect to the Jutsu or alters the effect of the Jutsu. If it adds an effect, then the Jutsu’s effects are applied in the order printed. Otherwise, if it alters the Jutsu’s effect, apply the Expert alternation first.
Flashpoint: [Attacker | Mission] (0): Remove this Ninja from the game. At the start of your next turn, move this Ninja card to your Village.
Growth: During your Mission Phase, a Ninja card in your hand with this Characteristic, can replace a Ninja with the same name in your Village. The Ninja it is replacing cannot have a Growth coin on it. Any status (injured or healthy), effects, cards, or coins are transferred/applied to the replacement Ninja. The replaced Ninja is moved to its owner’s Chakra area. Upon entering play, the replacement Ninja gains a Growth coin. A Ninja cannot be Growth the same turn it is put in play. Multiple Ninjas can be Growth in a single turn as long as none of them where put in play during this turn.
Inherit: Valid: When this Ninja would be discarded, remove it from the game instead. In that case, target Ninja you control gets this Ninja cards effect text (except Inherit) as long as it remains in play.
Mastery: A Ninja with this Characteristic has the following effect: Valid: After the effect of a Jutsu, used by this Ninja, is applied, you can discard 1 of your Chakra, that shares a Symbol with the Jutsu, to return that Jutsu to your hand.
Non-Unique: Valid: This Ninja (card) can be put in play or moved into a Village or Battlefield, even if that area already has 1 or more Ninjas with this same name as this Ninja (card).
Revitalize: When this card would be moved to the Discard Pile, move it to the bottom of your Deck instead.
Sacrifice: As an additional cost to play this Ninja card, you must remove from game the designated card(s) from your Village or Battlefield. A Ninja card in your Reinforcement Deck with Sacrifice can be put in play during your Mission Phase by meeting its Sacrifice and all its Entrance Requirement while there are no effects on the Chain.
Senjutsu: Valid: Each Specific Symbol of a Jutsu this Ninja uses is treated as (1) for the purpose of paying its cost.
Surge: A Ninja with this Characteristic has the following effect: Valid: During the Exchange of Jutsu, you can discard 1 Ninja card from your hand with the same name as this Ninja. In that case, this Ninja gets +2/+2 during this turn.
Tracking: When a Ninja with this keyword is put in play, name a Ninja. Your opponent’s Ninjas that have that name are Tracked Ninjas. Only 1 Ninja can be Tracked at a time per player.
Poison Coin: A Ninja with a Poison coin cannot be sent out to Battle.