Cards where: has the floating memory keyword

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Airship Cruiser

Airship Cruiser

3
Water

Ranged 2 (As long as this unit is distant, its attacks get +2 .)

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
3
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Ameliorating Mantra

Ameliorating Mantra

2
Norm

Remove two wither counters from each of up to two target objects.

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Fast
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Angelic Channeling

Angelic Channeling

2
Norm

Banish up to three advanced element cards from your hand and/or memory. Draw a card into your memory for each card banished this way. The next time your champion levels up into a champion card with base level 3 When your champion levels up into a champion card with base level 3 the next time this game, put the banished cards on the top and/or bottom of your deck in any order.

Floating Memory

Speed
Fast
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Aqueous Enchanting

Aqueous Enchanting

3
Water

Allies you control get your choice of +1 or +1 until end of turn.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Fast
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Automaton Bomber

Automaton Bomber

3
Fire

Ranged 4 (As long as this unit is distant, its attacks get +4 .)

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
2
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Awakened Deacon

Awakened Deacon

2
Water

As long as you control two or more phantasias, Awakened Deacon has intercept. (Whenever your champion is attacked while this ally with intercept is awake, you may redirect that attack to this ally.)

Class Bonus Floating Memory

Power
1
Life
3
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Barter Herbs

Barter Herbs

1
Norm

Sacrifice up to two Herbs. For each Herb sacrificed this way, summon your choice of Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token.

Class Bonus Floating Memory

Speed
Slow
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Betraying Blade

Betraying Blade

2
Wind

On Attack: You may pay 2. If you do, put a preparation counter on your champion.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
2
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Bleu, Ace of Diamonds

Bleu, Ace of Diamonds

1
Water

On Enter: Generate up to X Bolt of Diamonds cards and put them into your memory. X is 0. Depending on the total reserve cost of Suited objects you control—
• 6— X is 1 instead.
• 10— X is 2 instead.
• 21— X is 4 instead.

Floating Memory

Power
1
Life
1
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Brookside Scout

Brookside Scout

2
Water

Deluge 3On Enter: If you have three or more water element cards in your graveyard, you may load an Aethercharge card from your graveyard into an Aetherwing weapon you control.

Floating Memory

Power
1
Life
2
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Calming Breeze

Calming Breeze

2
Wind

Until end of turn, if 3 or less damage would be dealt to your champion, prevent that damage.

Level 1+Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Fast
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Castling Boon

Castling Boon

2
Water

Allies you control get +1 until end of turn. If you control a Chessman Rook ally, allies you control get +3 until end of turn instead.

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Fast
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Celestial Navigation

Celestial Navigation

2
Astra

Glimpse 5. (To glimpse, look at that many cards from the top of your deck. Put those cards back on the top or on the bottom of your deck in any order.)

Floating Memory

Speed
Fast
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Cell Converter

Cell Converter

3
Water

At the beginning of your end phase, summon a Powercell token rested.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
0
Life
3
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Cell Vanguard

Cell Vanguard

2
Wind

Class Bonus On Enter: Summon a Powercell token rested.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
2
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Chamberlain Toad

Chamberlain Toad

3
Exalted
Water

(Exalted — This element is enabled for you as long as you have another advanced element enabled.)

Class Bonus 2: Wake up Chamberlain Toad and it gains taunt until end of turn. Activate this ability only during an opponent's recollection phase.

Class Bonus Floating Memory

Power
3
Life
4
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Channel the Wind

Channel the Wind

2
Wind

Put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Slow
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Charge the Soul

Charge the Soul

1
Norm

Deal 1 damage to target unit. Then you may load Charge the Soul into an Aetherwing weapon you control.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Speed
Fast
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Chilling Touch

Chilling Touch

1
Water

Banish a card at random from target opponent's memory. Return that card to their memory at the beginning of their next end phase.

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Slow
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Combat Training

Combat Training

2
Norm

Target Warrior ally's next attack this turn gets +2 . If that ally is unique, their next attack this turn gets +3 instead.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Slow
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Conduit of the Mad Mage

Conduit of the Mad Mage

1
Arcane

Whenever you activate a Mage Spell action, wake up Conduit of the Mad Mage, and it gets +1 until end of turn.

At the beginning of your end phase, sacrifice Conduit of the Mad Mage.

Floating Memory

Power
0
Life
2
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Corsair Captain

Corsair Captain

3
Water

Ranged 2 (As long as this unit is distant, its attacks get +2.)

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
3
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Cram Session

Cram Session

1
Norm

Your champion gets +1 level until end of turn.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost. Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Croaking Webfoot

Croaking Webfoot

1
Water

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

"Hippity hoppity... How did the rest of that song go again?"

Power
1
Life
1
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Crystal Accretion

Crystal Accretion

2
Water

Put a sheen counter on each unit with a sheen counter on it.

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Fast
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Deadly Opportunist

Deadly Opportunist

3
Norm

Deadly Opportunist gets +3 as long as it's attacking a rested ally.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
2
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Deep Sea Beastbonder

Deep Sea Beastbonder

4
Water

Your champion gets +1 level as long as you control an Animal or Beast ally.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
4
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Deploy Gunshield

Deploy Gunshield

2
Norm

Target Gun weapon you control gains spellshroud until end of turn. (Objects with spellshroud can't be targeted by Spells.)

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Fast
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Dewdrop Hares

Dewdrop Hares

2
Water

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost. Apply this effect only if your champion's class matches this card's class.)

A rare sight after fresh rain.

Power
1
Life
3
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Diablerie

Diablerie

2
Wind

The next time a regalia with divine relic would enter the field this turn, it enters the field under your control instead.

Vanitas Bonus Floating Memory (Apply this effect only if your champion is Vanitas.)

Speed
Fast
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Diffusive Block

Diffusive Block

2
Water

This card costs 1 less to activate If you control a Shield item.

Prevent the next 2 damage that would be dealt to target unit this turn.

Class Bonus Floating Memory

Speed
Fast
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Dissuading Halt

Dissuading Halt

2
Water

Target unit's attacks get -3 until end of turn.

Class Bonus Floating Memory

"I pray that Genbu's chill will cleanse you of the demon's grasp."

Speed
Fast
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Dredging Streams

Dredging Streams

2
Water

Banish target card from a graveyard.

Level 2+ Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost. Apply this effect only if your champion is level 2 or higher.)

Speed
Fast
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Drifting Rogue

Drifting Rogue

3
Water

On Enter: Put a preparation counter on your champion.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
2
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Drowned Cut

Drowned Cut

1
Water

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost. Apply this effect only if your champion's class matches this card's class.)

A dagger sunk is a target dead.

Power
2
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Energetic Beastbonder

Energetic Beastbonder

4
Fire

Your champion gets +1 level as long as you control an Animal or Beast ally.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
2
Life
2
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Ensnaring Fumes

Ensnaring Fumes

5
Wind

You may remove three preparation counters from your champion rather than pay this card's reserve cost.

Return all allies to their owner's hands.

Class Bonus Floating Memory

Speed
Fast
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Evanescent Winds

Evanescent Winds

2
Wind

Phantasia allies you control get +2 until end of turn.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Fast
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Evercurrent Raider

Evercurrent Raider

2
Water

Floating Memory

Ephemerate2 (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

"Back again to this twisted land?"

Power
1
Life
2
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Exorcise Curses

Exorcise Curses

2
Norm

Choose up to two Curse cards from a champion's lineage and discard them.

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Fast
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Exsanguinating Wallop

Exsanguinating Wallop

5
Umbra

Class Bonus On Attack: Recover 3.

Class Bonus Floating Memory

”I'm pretending to be two people? Why, there's hardly enough of me left to make one respectable person!”

Power
5
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Fast Cure

Fast Cure

2
Norm

If target opponent's influence is greater than yours, recover 4. (A player's influence is equal to the total amount of cards in their hand and memory.)

Floating Memory

"The cure is ignorance."

Speed
Fast
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Favorable Winds

Favorable Winds

1
Wind

Allies you control get +1 until end of turn.

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

A sudden gust to turn the tide.

Speed
Fast
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Feed Nourishment

Feed Nourishment

3
Norm

Put a buff counter on target Animal or Beast ally.

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

A moment of peace under the shade.

Speed
Slow
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Firetuned Automaton

Firetuned Automaton

2
Fire

As an additional cost to activate this card, discard a fire element card.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
3
Life
1
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Five of Diamonds

Five of Diamonds

5
Water

Cardistry5: Draw a card into your memory. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Floating Memory

Power
1
Life
4
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Five of Spades

Five of Spades

5
Norm

Cardistry5: Five of Spades gets +5 until end of turn. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Floating Memory

Power
1
Life
4
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Flame-Rune Swordsman

Flame-Rune Swordsman

3
Fire

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

A mage's prowess. A warrior's might.

Power
2
Life
2
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Floating Peace

Floating Peace

3
Water

Recover 1+X, where X is the amount of Fatestone and Fatebound objects you control.

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Fast
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Floral Arrangement

Floral Arrangement

3
Norm

Summon a Silvershine and a Fraysia token.

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Arisanna often lost track of time while picking herbs.

Speed
Slow
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