Major Power Shopping
| Field | Value |
|---|---|
| One-line identity | Aggressively draft Major Powers; forget weak Uniques; spike big plays |
| Win path | Stack 3–5 Majors by T7; each Major is a board-altering event; chain them for closing kills |
| Primary spirits | Vital Strength of the Earth, Keeper of the Forbidden Wilds, Stone’s Unyielding Defiance, Covets Gleaming Shards of Earth |
| Secondary spirits | Starlight Seeks Its Form (flexible), Serpent Slumbering Beneath the Island, Wounded Waters Bleeding |
| Best vs. | Habsburg Mining, Russia L5–6, any long-game adversary |
| Worst vs. | Brandenburg-Prussia Stage III fast, Blitz scenario, Sweden (fear penalties reduce kill-fear efficiency) |
Identity
Major Power Shopping is the “big deck” archetype. Where most spirits gain 3–4 power cards over a game, Major Power Shoppers gain 5–7, heavily weighted toward Majors, and shop aggressively — forget a Unique for a Major on T2, forget that Major’s replacement for another Major on T5, and so on.
The trade-off is obvious: you’re spending draft tempo for late-game card quality. Most spirits can’t afford this because their Uniques are load-bearing. Major Power Shoppers specifically have one or two Uniques worth keeping and the rest are forget-fodder, which makes the archetype cost-effective.
The close is dramatic. T7, you play a 4-cost and a 3-cost Major in the same turn; two lands clear; fear spikes to Terror 2 or 3; the game is effectively over. Before T7, you mostly exist.
Core Mechanics
Aggressive Forget
Majors demand a Forget when gained. Spirits with replaceable Uniques (Earth’s Draw of Fresh Waters is often flagged as a Forget candidate) or matchup-weak Uniques (Wildfire’s Flash-Fires vs. damage-resist adversaries) can Forget cheaply.
Element-curve fit
Each Major has 1–3 element thresholds. Shopping aggressively means you need to match the Majors to your spirit’s element generation. Earth + Plant threshold Majors; Stone + Earth/Fire threshold Majors; Keeper + Sun/Plant/Earth Majors.
If your spirit can’t threshold the Major, the card’s effect degrades badly. Shopping without element-check = draft-tempo lost.
Energy ramp to 4+
Major Power Shopping spirits need 4E by T5 at the latest. Growth choices bias top-track energy placements more aggressively than other archetypes.
Re-forget economy
Gaining a second Major forces a second Forget. The fifth Major in a game cost a Forget of a previous Major in some cases. This is deliberate — your T2 Major becomes forget-fodder by T6 if you’ve gained a better one.
Shopping with an agenda
You don’t shop every Major offer. You pass Majors that don’t threshold-fit or cost-fit. Taking the “cool-looking Major” without element or energy support is the #1 failure mode.
Spirits That Embody Major Power Shopping
Vital Strength of the Earth (primary)
The canonical Major shopper. Energy track supports T4–T5 Major gains; most Uniques are forget-fodder after T3.
Shopping pattern: gain first Major T2 (forget Draw of Fresh Waters); gain second Major T4; gain third Major T6 (often forgetting the T2 Major). Ends the game with 3 Majors in rotation.
Cross-reference: Earth chapter.
Keeper of the Forbidden Wilds (primary)
Keeper’s sacred-site mechanics + high energy support a 4-Major game. Slightly slower to start than Earth but caps higher.
Key note: Keeper’s Uniques are better than Earth’s, so the Forget cost is slightly higher — pick Majors more carefully.
Cross-reference: Keeper chapter.
Stone’s Unyielding Defiance (primary)
Stone is Earth’s Jagged Earth sibling, with more defend + more Majors-per-game. Plays the archetype harder than Earth does.
Covets Gleaming Shards of Earth (primary — extreme)
NI’s “Covets” is the archetype taken to its extreme. The spirit literally hoards Majors as a mechanic; some cards scale with Major-count held.
Cross-reference: Covets chapter.
Starlight Seeks Its Form (secondary — flexible)
Starlight’s form-change mechanic lets it adapt element thresholds mid-game, making it flexible as a Major shopper. Can threshold anything with the right form.
High complexity; experimental play.
Cross-reference: Starlight chapter.
Serpent Slumbering Beneath the Island (secondary)
Serpent’s late-game energy spike supports 5–6 cost Majors that nothing else plays. Not a fast shopper; a very-late closer.
Wounded Waters Bleeding (secondary)
NI spirit with water-element Major synergy. Play-style depends on aspect.
Execution Pattern
Representative arc, Earth solo vs. Habsburg Mining L3:
- T1: Growth G1 (energy + presence). Play 1 Unique. Accept no board impact. 0E / 2CP → 0E / 2CP, but with +1 energy pacing.
- T2: Growth G4 (Major gain). Forget Draw of Fresh Waters; gain a 3-cost Plant-Earth Major. Play 1–2 Uniques. Bank energy.
- T3: Growth G2 (energy). Play the T2 Major for the first time — board-clear event. Fear spike.
- T4: Reclaim. Hand refreshed; Major in rotation.
- T5: Growth G4 again — second Major gain. Forget a weaker Unique or weaker Major. Gain a 4-cost Fire-element Major. Energy bank at 3E entering.
- T6: Play second Major. Another land clears. Fear pool approaches Terror 2.
- T7: Third Major via Reclaim + growth. Plays of accumulated Majors together clean out Cities.
- T8: Close.
Strong Adversary Matchups
- Habsburg Mining — the archetype’s best adversary. Mining’s scaling mirrors Major-shopping’s scaling; your Major chain arrives as Mining’s pressure peaks.
- Russia L5–6 — Russia’s board pressure is extreme but static; Major-shoppers have the damage to clean entire Settler waves.
- Sweden L0–2 — Sweden at low level is fine; at L3+ fear penalties hurt kill-fear payout.
- England (if you hit T5 Major before Stage III) — doable but tight; requires good draft luck.
Weak Adversary Matchups
- Brandenburg-Prussia Stage III fast — City Cascade before your Major chain lands. Timing fails.
- Blitz scenario — scenario time-compression makes the archetype structurally infeasible.
- Sweden L3+ — fear penalties reduce the kill-fear payout that your Majors rely on for fear contribution.
- Scotland (fast-start versions) — can overwhelm T1–T4 before the bank pays off.
Multiplayer Synergies
Major Power Shopping + Fear Rush (Earth + Shadows): Fear Rush hits Terror 2 T5–6; Earth lands T5–7 Majors that close Cities. Terror loosened win-condition + Major-kill = clean close.
Major Power Shopping + Terrain Control (Earth + Green/Lure): Terrain partner sets up kill-zones; Major fires into pre-positioned Invaders. High conversion rate per Major cost.
Major Power Shopping + Dahan Rush (Earth + Thunderspeaker): dahan retaliation softens lands; Major finishes. Late-game pairing.
Major Power Shopping + Defend & Outlast (Earth + Keeper): double-shopping table. 4+ Majors in hand total. Brutal closer; risky T1–4.
Major Power Shopping + Major Power Shopping (Earth + Covets): both hoard; both close. Risk: they compete for the same Major drafts. Requires coordination: “you take Plant Majors, I take Earth-Fire Majors.”
Anti-synergy — Major Power Shopping alone at high difficulty: without a fast-scaling partner (Fear Rush) or a board-setter (Terrain Control), solo Major-shopping at L6 against most adversaries ends in T4 blight cascade before the engine fires.
Common Mistakes
Gaining Vigor of the Breaking Dawn (3 Sun threshold) on Earth, which generates 0 Sun elements. The card is stranded. Always check threshold before the Forget trigger.
Gaining 3 Majors by T5 on a spirit whose energy supports only 1–2 Major plays per turn. You’ve over-bought; the extras never fire. 2–3 active Majors is usually the cap.
Earth’s Guard the Healing Land isn’t a throw-away; it’s the defend backbone. Some archetypes forget it for a Major and then have no defend. Check which Uniques are functional vs. replaceable before draft.
The 8-cost Major that reads “destroy all invaders” looks great. But if you play it once at T7 and the game ends T8, you over-paid. Majors you play twice are the Majors worth drafting.
Major-kills generate fear, but you can’t Major-rush Terror 3. If the game demands Terror 3, you need a Fear Rush partner or additional fear-gen cards. Don’t assume Major kills alone will close.
Source Notes
- Major vs. Minor fundamentals
- Major vs. Minor Draft Rates statistics
- Spirit Island Wiki — Earth, Keeper, Stone pages
- SICK Card Database — Major Powers filter
- Community BGG discussions on Major-shopping builds
- Cardboard Crew tier list + Major commentary
Last revised: 2026-04-19