Our Custom Keywords
Specialist [X]: If the user of this Jutsu is or has X, apply this effect when it is played.
Solo: This Ninja can only be sent out to battle by itself.
Massive: This Ninja can block and be blocked by up to 2 Teams.
Unequaled: This Ninja's Team wins a Victory regardless of the result of the Battle.
Unaffected: This Ninja is unaffected by your opponent's effects.
Impervious: This Ninja is unaffected by your opponent's Ninja effects.
Immovable: Valid: This Ninja cannot be removed from play by your opponent's effects.
Supreme: When this Ninja's Team wins any Battle Rewards during the Showdown, it wins 1 more Battle Reward.
Instant: Apply this effect immediately before another effect is added to the chain. (this keyword is used similarly to the Valid keyword in Ninja effect texts or the effects of Jutsu and Mission cards)
Swift: You can add an effect to the chain after a card or effect with this keyword is played/activated/triggered, before any other player can add an effect to the chain. (this keyword is used similarly to the Valid keyword in Ninja effect texts or effects of Jutsu and Mission cards)
Rapid: A card or effect with this keyword can be added to the chain immediately after another of your cards or effects have been added to the chain, before any other player can play cards or add effects to the chain. (this keyword is used similarly to the Valid keyword in Ninja effect texts or effects of Jutsu and Mission cards)
RARE or Rare: You can only put a single copy of cards with this Characteristic or keyword in your Deck or Reinforcement Deck respectively
Abundant: The Hand cost of cards with this keyword can be paid by discarding chakra or removing from game a card in your Discard pile with the same symbol as this card.
Persistent: Reinforcement cards with this keyword are moved to your Discard Pile when they're discarded and are returned to your Reinforcement Deck when they are removed from the game.
Desecrated: When this Ninja is removed from play, this card gains [IMPURE RESURRECTION] permanently.
Hachimon: Valid: At the start of your turn, remove this Ninja from the game, unless you discard 1 card from your Hand or pay 2 Chakra. This effect cannot be negated.
Residual: Apply this effect on the chain only if the Jutsu user or Ninja (depending on whether it's a Jutsu or Ninja effect) is not in play when it resolves.
Elusive: Once each turn during the EOJ, when this Ninja is targeted by your opponent's Jutsu or Ninja effect, negate that effect.
Lifeforce: Valid: When this Ninja is put in play, place a number of "Chakra" coins on it equal to its Entrance cost, each with the same Symbols as this Ninja's Symbols. When you pay Chakra for this Ninja's effects or Jutsus used by this Ninja, you can remove "Chakra" coins from this Ninja instead of cards in your Chakra area. "Chakra" coins count towards your overall Chakra for effect and card conditions/requirements.
Hatred: Valid: When you pay Chakra for this Ninja's effects or for Jutsus used by this Ninja, you can remove Ninjas in your Discard Pile and/or Chakra area with "Uchiha" in their name from the game instead. Each Ninja removed counts as up to 2 Chakra, with Symbols equal to that Ninja's Symbols. While this Ninja is in play, Ninja cards in your Chakra area and Discard Pile with "Uchiha" in their name count towards your overall Chakra for effect and card conditions/requirements.
Potential: This Ninja (card) can be put in play even if you already have a Ninja (card) with the same name in play.
Seal: This keyword denotes removing a card out of the game in a face down position.