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Top 10 Memory Boosts in the Digimon TCG

Jeremy has watched and played Digimon since childhood, and probably far too long after.

Memory Boost Cards in Digimon

Memory boosts are option cards that activate an effect, then stay fielded until a future turn where you decide to trash them for a partial memory refund. How much memory you get back depends on the card, but this makes their net cost incredibly low and allows power turns by giving far more resources to work with before having to pass.

Memory boosts come in many shapes and sizes, and like other options, you need to have a color-matching Digimon or tamer in play to use them. Which reign supreme? These are the ten best memory options in the Digimon trading card game!

Mist Memory Boost!

Mist Memory Boost!

10. Mist Memory Boost!

Cost: 3
Refund: 2

Mist trashes two cards from the top of your deck, staying fielded until a later turn where you'll get two memory back. Like other options, if revealed in a security check, you won't get the main effect, but the Boost will still place itself in your field, giving you a big memory jump (at least if you survive until your next turn).

While purple decks do like to utilize their trash (and cards like Wizardmon reward you from being trashed from your deck), I wish Mist did just a bit more to justify its cost.

Glaive Memory Boost!

Glaive Memory Boost!

9. Glaive Memory Boost!

Cost: 3
Refund: 2

Glaive has the standard memory cost of 3 and refund of 2, and it recovers a purple Digimon from your trash. Effectively, you're spending one memory to find a purple card.

Admittedly weak in the early game, it's nice that, unlike several memory boosts (which rely on revealing cards from your deck), you know exactly what will happen when you play Glaive.

Dino Memory Boost!

Dino Memory Boost!

8. Dino Memory Boost!

Cost: 3
Refund: 2

Dino simply suspends an opposing Digimon, later refunding some of its cost. This lets you attack weaker foes easily, and works great with green's numerous battle-emphasizing effects, like the inherited ability of Stingmon (BT3-050).

Impulse Memory Boost!

Impulse Memory Boost!

7. Impulse Memory Boost!

Cost: 3
Refund: 2

Impulse simply lets you play a Pulsemon from your hand for free. Since Pulsemon themselves cost 3 memory, you're getting an easy (albeit delayed) +2 memory—assuming you have a Pulsemon ready in hand.

Luckily, the game offers many Pulsemon to choose from in both yellow and green, letting this card fit snugly in many decks.

Flame Memory Boost!

Flame Memory Boost!

6. Flame Memory Boost!

Cost: 3
Refund: 2

An excellent aggro tool, Flame provides one of your Digimon with security check+1 for the turn, letting it battle an additional security card (assuming it survives the first). Put this on your strongest monster to increase your chances of hitting two cards, and be wary of enemy foes with blocker, capable of intercepting a full attack regardless of how many added checks a 'mon has.

5. Color Memory Boost

Cost: 3
Refund: 2

Each of the main six colors (red, blue, green, yellow, purple, and black) offers its own color boost card, which all do the same thing, revealing your deck's top 4 cards and adding a matching-color Digimon from among them to hand.

These work best in mono-color decks reliant on specific cards, ensuring you quickly find your ace plays.

Blazing Memory Boost!

Blazing Memory Boost!

4. Blazing Memory Boost!

Cost: 5
Refund: 2

Blazing has a notably high net cost of -3 even after you reap its refund. Fortunately, it offers a much stronger effect, letting you add two cards with the Blue Flare trait from your deck's top 6 to hand, while also playing a Christopher Aonuma tamer from among them for free!

Chris costs four memory himself, making this an enormous discount—assuming the effect doesn't fizzle.

Pride Memory Boost!

Pride Memory Boost!

3. Pride Memory Boost!

Cost: 4
Refund: 2

Pride can only refund half its cost, but wields an excellent effect, playing a cost 4 or less black Digimon from among your deck's top four cards for free, letting you field any rookie and even some champions. You also trash the remaining cards, usually a good thing since it preps discard pile-reliant abilities.

Howling Memory Boost!

Howling Memory Boost!

2. Howling Memory Boost!

Cost: 3
Refund: 2

Howling does a ton for a card that ultimately costs one memory. It trashes up to two digivolution cards from the bottom of an enemy Digimon (great for removing pesky inherited effects), then makes an opposing Digimon with no digivolution cards unable to attack or block until the end of your opponent's next turn.

You don't even have to pick the same Digimon you trashed the digivolutions from, making this a versatile and cost-efficient way to weaken your opponent's field and stall for a control win.

Reinforcing Memory Boost!

Reinforcing Memory Boost!

1. Reinforcing Memory Boost!

Cost: 6
Refund: 3

Expensive yet powerful, Reinforcing reveals your deck's top two cards, adds one to hand, and places the other on top of your security. Later, you can trash it for 3 memory back. So, a sum -3 memory gives you a new card in hand and an added security card, which also synergizes with yellow cards that reward adding to security (like tamer Kari Kamiya).

This is also one of the best cards to reveal in a security check, as it simply places itself in your field, meaning you get 3 free memory when you decide to trash it.

Memory-Gaining Digimon

Today we explored many great memory-refunding options, but don't forget that Digimon and tamer cards can also grant a memory lead. Many level 3 rookies have memory-adding inherited effects (like Candlemon and Patamon), while several tamers ensure you start your turn with at least three memory, which can yield tons of extra resources over the course of the game.

We'll tackle these cards in another review, but for now, vote for your favorite card and I'll see you at our next Digimon countdown!

© 2022 Jeremy Gill