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Fire (card)

The magic card for the Fire spell.

Magic cards are part of the set of cards used for casting spells in Chain of Memories and Re:Chain of Memories. They are identified by their blue border, which they share with summon cards. Chain of Memories features a total of seven magic cards available to Sora, all of which are based on the magic spells seen in the original Kingdom Hearts.

Magic cards are unlocked by progressing through the story, after which they are available everywhere, such as the Moogle Shop, which sells magic card packs. The Stop and Gravity cards are the only exception, as these must be acquired from a bounty room map card.

Spells are an important source of damage in the early and mid-game, but falter part of the way through, serving more use as part of sleights. Sleights are also where players can call upon the -Ra and -Ga spell variants, the latter of which can remain useful even in the end-game, and prove incredibly overpowered early on due to how easy they are to use.

The human bosses in Chain of Memories will make use of their personal blue-bordered magic cards, a helpful indicator to off-set their red-bordered physical attacks.

Magic cards[]

The only enemy card that affects all magic is the Wizard card's Magic Boost, which disables the use of summon cards in exchange for a 30% bonus on damage and duration for magic and magic sleights. The various minor elemental enemies (Red Nocturne and etc.) also all drop cards that boost a specific element by 50%. The Xigbar card's Shot Charge also empowers projectiles, which also is helpful with the various ranged magic cards.

The Bumble-Rumble minigame from Re:Chain of Memories also includes two new magic cards; Wind and Honey.

Card CP Power[a] Journal description Availability
×1 ×2 ×3
Blizzard (card)
Blizzard
15~24 ×4 ×8

×7
×13

×11
Magic that deals ice damage. Stock two cards for Blizzara and three cards for Blizzaga. By default.
Cure (card)
Cure
25~43 50 HP 150 HP 300 HP Magic that restores HP. Stock two cards for Cura and three cards for Curaga. By default.
Fire (card)
Fire
15~24 ×5 ×10 ×15 Magic that deals fire damage. Stock two cards for Fira and three cards for Firaga. Defeat Axel on the 1st floor.
Gravity (card)
Gravity
20~38 20% 40% 70% Magic that deals damage relative to the enemies' remaining HP. Stock two cards for Gravira and three cards for Graviga. Bounty room in Agrabah.
Stop (card)
Stop
20~38 2s

3s
3.5s

5s
6s

7s
Magic that halts enemy movement for a set time period. Stock two cards for Stopra and three cards for Stopga. Bounty room in Wonderland.
Thunder (card)
Thunder
15~24 ×3

×3.5
×5

×6
×8

×9
Magic that deals lightning damage. Stock two cards for Thundara and three cards for Thundaga. Defeat Larxene on the 6th floor.
Aero (card)
Aero
20~38 ×3 ×6 ×9 Magic that blows away nearby enemies and inflicts damage. Stock two cards for Aerora and three cards for Aeroga. Defeat Riku Replica on the 7th floor.

Blizzard[]

Blizzard from COM gameplay

The Blizzard spell.

Blizzard is the first offensive magic card available to Sora, although he does not actually start with it in his deck in either game. In the remake he can acquire one in the tutorial in Traverse Town when he has to break a barrel. In Chain of Memories using the spell sends forth a small snowflake that stops at the first enemy hit. It has a very limited range, and is rarely useful in the 2D combat areas on its own.

The Blizzara and Blizzaga sleights alleviate the issue somewhat by increasing the hitbox, and a sleight like Homing Blizzara can at least guarantee to hit an enemy from afar. Ultimately a sleight like Blizzard Raid is a more effective use of the card; being able to both hit multiple enemies multiple times, while doing so from a long distance.

The Blizzard spell in Re:Chain of Memories is a lot different; instead of one small snowflake it sends forth a shotgun-like barrage of them. It also has a more useful range, which combined with its spread pattern makes it capable of clearing out entire groups at once in the earliest worlds. Note that bosses and large enemies cannot be hit multiple times by a single spell. The Blizzara and Blizzaga sleights only empower this further, although their damage has been lowered to compensate. Because of this alternative sleights like Blizzard Raid are not nearly as useful except to spread out the ice elemental damage across multiple blizzard cards.

The Blue Rhapsody card's Blizzard Boost will increase all ice elemental damage by 50%, making it extremely useful for decks that make use of the relatively common Blizzard card.

Cure[]

Cure from COM gameplay

The Cure spell.

Cure is the first magic card available to Sora, whom starts with a single one in his deck with a value of 7. Due to the card's relatively high value and usefulness it is almost a certainty to remain in every single deck throughout the game. It remains constant through both versions of the game, with the Cura and Curaga sleights healing more than they would separately. A simple way to save Cure cards while still using the more effective Cura sleight is to stock a weak card first, followed by the two Cure cards.

The Green Requiem card's Cure Boost will increase the potency of Cure spells, and all other healing abilities, by 50%. The Creeper Plant card's Leaf Bracer will prevent your Cure cards from suffering a card break.

Fire[]

Fire from COM gameplay

The Fire spell.

Fire is the third magic card available to Sora, and is unlocked and acquired upon defeating Axel on the 1st floor's exit hall. Its high power and speed make it useful early on, although only against single enemies. The spell will attempt to curve up or down across the 2D field in an attempt to hit its target, but still requires proper positioning and timing to hit. In Re:Chain of Memories Fire itself functions identically, except it innately gains a near-perfect homing capability.

The Fira and Firaga sleights only slightly increase the hitbox, while Homing Fira actually tracks its target to ensure a hit (which is why it is not available in the remake, being obsolete). In either case, Fire Raid is a much more effective way to use the Fire card, as the sleight can hit multiple enemies multiple times, something that persists in the remake as well. Firaga Break is also a highly useful late-game sleight that utilizes the Fire card, while Firaga Burst is the similar equivalent sleight in the remake.

The Red Nocturne card's Fire Boost will increase all fire elemental damage by 50%, making it extremely useful for decks that make use of the relatively common Fire card.

Gravity[]

Gravity from COM gameplay

The Gravity spell.

Gravity is an optional magic card that can be found in a bounty room in Agrabah. It remains functionally unchanged between both versions of the game; summoning a sphere of darkness that flattens enemies against the ground while dealing percent-based damage. Gravira and Graviga sleights are much more powerful, with a higher percentage and increase in the size of of the sphere. Due to the way the spell works it is only truly useful as Graviga against late-game foes like the Defender and Wyvern, but not against bosses.

Gravity Raid is the only sleight that directly relates to the spell, and serves as a much more efficient way to hit an enemy with Graviga's damage, although it is only available in the original GBA version. Several powerful sleights do make use of the Gravity card as a component, however. There are no enemy cards that directly empower the spell either.

Stop[]

Stop from COM gameplay

The Stop spell.

Stop is an optional magic card that can be found in a bounty room in Wonderland. Like Gravity, it is identical between both versions of the game; disabling a target for a few seconds, after which any damage taken is dealt all at once. The Stopra and Stopga sleights increase the area of effect and duration, the latter of which received a small increase in the remake. Stop is often too expensive in terms of Card Points to truly be worth the cost for very temporarily pausing enemies.

Stop Raid is one of the only two directly related sleight, casting Stop on all enemies it hits. Lethal Frame is the other, which also casts Stop before unleashing a barrage of hits on a single enemy. Like Gravity, Stop is a key component in several powerful sleights, and it has no enemy cards that directly empower the spell either.

Thunder[]

Thunder from COM gameplay

The Thunder spell.

Thunder is a magic card acquired after the first defeat of Larxene on the sixth floor's exit hall. In the GBA version Thunder will sent out a single thunderbolt that can hit a small group of enemies on impact, although the remake will send out several thunderbolts to at least guarantee to hit multiple foes. The Thundara and Thundaga sleights in the GBA version target the entire screen, whereas the remake's version sends out more lightning bolts. Both feature a damage increase, with the remake slightly increasing the base damage for all three versions of the spell.

Due to the spell's late acquisition and relatively low base damage compared to Blizzard it is at best used in its Thundaga form against large groups. Thunder Raid is the only other sleight in the game that makes use of the Thunder card. Because of this, the Yellow Opera's card's Thunder Boost of 50% is not very useful due to the sparseness of ways to deal Thunder damage other than the Spellbinder card.

Aero[]

Aero from COM gameplay

The Aero spell.

Aero is the final magic card, acquired after the defeat of Riku Replica on the seventh floor's exit hall. When used Sora will create a gust of wind around him, damaging close-by enemies and pushing them away. The Aerora and aeroga sleights do the same, albeit with a bigger area and more damage. Due to Aero's limited range and damage compared to other spells and sleights it is of limited use in combat, other than being one of the few spells in the game that deal non-elemental damage, thus not being blocked by a boss' innate resistance.

Aero has no related sleights, although Tornado is somewhat similar. Originally it had no related enemy cards either, until the remake which added the Xaldin card that temporarily gives Sora a permanent offensive Aero spell effect from the original Kingdom Hearts.

Notes[]

  1. Sora's base power is 10, and thus any multiplier shown is based off of that statistic. When two separate stats are listed the above pertains to the original version, and the below to the remake.
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