Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Energy Curves

Every spirit has an energy curve — a per-round target income and spend profile. Hit the curve and your engine fires reliably; fall below and your hand rots; over-bank and your tempo stalls.

This chapter gives you the curve shapes for the four archetypes plus specific notes for the Brett-priority spirits.

What “energy curve” means

Two numbers per round:

  1. Income — what your presence track + growth produces this turn.
  2. Spend — what your playable hand actually costs.

Target: income ≈ spend + 1 (a small buffer). Equality is fine; banking > 2 is usually wrong; spending more than income means you gained a Major you can’t afford.

The four curve archetypes

1. Slow-ramp (Defend & Outlast, Major Power Shopping)

Example: Vital Strength of the Earth, Keeper of the Forbidden Wilds.

RoundTarget incomeTarget spend
11E0–1E
21E0–1E
32E1–2E
42E2E
53E3E
63–4E3–4E (Major)
74E4E (Major + minor)
84E+4E+

Slow-ramp banks 1E through T2–T3 to afford T5 Majors. Deviation cost: skipping the bank means no Major on T5, and the archetype fails.

2. Fast-energy (Lightning, high-E Horizons spirits)

RoundTarget incomeTarget spend
12E1–2E
22E2E
32–3E2–3E
43E3E
53–4E3E+
64E3–4E
74E3–4E
84E3–4E

Fast-energy spends aggressively — cards cycle, presence lands, and the spirit’s pressure stays constant. Banking > 1E past T3 indicates you dropped a play.

3. Flat-cheap (Minor-heavy spirits)

Example: Downpour, Many Minds, Shroud (openings 1–2), Fangs.

RoundTarget incomeTarget spend
11E0–1E
21E0–1E
31–2E1–2E
42E2E
52E2E
62E2E
72–3E2–3E
83E3E

Flat-cheap lives on 0–1 cost Minors. Income rarely clears 3E because it doesn’t need to. Banking = error (you drafted the wrong Minors).

4. Late-spike (Vengeance, Serpent)

RoundTarget incomeTarget spend
11E0–1E
21E1E
31–2E1–2E
42E2E
52E2E
63E3E
74–5E4–5E
85–8E5–8E

Late-spike lives for T7–T8. Early turns are weak by design; late turns are game-ending.

Per-spirit energy targets (Brett-priority)

All 39 spirits below. Targets are directional; revisions per spirit land as each chapter is authored.

Base (8):

SpiritCurveT3 target E incomeT5 target E income
River Surges in SunlightMid2E3E
Lightning’s Swift StrikeFast-energy2–3E3E
Shadows Flicker Like FlameFlat-cheap1E2E
Vital Strength of the EarthSlow-ramp2E3–4E
Ocean’s Hungry GraspMid2E3E
A Spread of Rampant GreenSlow-ramp-ish1–2E3E
ThunderspeakerFast-energy2E3E
Bringer of Dreams and NightmaresFlat-cheap1E2E

Branch & Claw (2):

SpiritCurveT3 target E incomeT5 target E income
Sharp Fangs Behind the LeavesFlat-cheap1E2E
Keeper of the Forbidden WildsSlow-ramp2E3–4E

Promo — Feather & Flame (2):

SpiritCurveT3 target E incomeT5 target E income
Heart of the WildfireFlat-cheap (tight)1E2E
Serpent Slumbering Beneath the IslandLate-spike1E2E (spike T6+)

Promo Pack 2 (2):

SpiritCurveT3 target E incomeT5 target E income
Downpour Drenches the WorldFlat-cheap1–2E2–3E
Finder of Paths UnseenMid2E3E

Horizons (5):

SpiritCurveT3 target E incomeT5 target E income
Devouring Teeth Lurk UnderfootMid2E2–3E
Eyes Watch from the TreesMid2E2–3E
Fathomless Mud of the SwampMid2E2–3E
Rising Heat of Stone and SandMid2E3E
Sun-Bright WhirlwindMid2E3E

Jagged Earth (10):

SpiritCurveT3 target E incomeT5 target E income
Shifting Memory of AgesMid2E3E
Grinning Trickster Stirs Up TroubleMid (via innate)1–2E2–3E
Many Minds Move as OneFlat-cheap1E2E
Shroud of Silent MistFlat-cheap1E2E
Vengeance as a Burning PlagueLate-spike1E2E (spike T7+)
Volcano Looming HighMid2E3E
Stone’s Unyielding DefianceSlow-ramp2E3–4E
Lure of the Deep WildernessMid2E3E
Fractured Days Split the SkyMid-high2–3E3–4E
Starlight Seeks Its FormFlexibleform-dependentform-dependent

Nature Incarnate (10):

SpiritCurveT3 target E incomeT5 target E income
Ember-Eyed BehemothMid-high2–3E3–4E
Hearth-VigilMid2E3E
Towering Roots of the JungleSlow-ramp2E3E
Breath of Darkness Down Your SpineMid2E3E
Relentless Gaze of the SunMid2E3E
Wandering Voice Keens DeliriumMid2E3E
Wounded Waters BleedingMid2E3E
Dances Up EarthquakesMid2E3E
Covets Gleaming Shards of EarthSlow-ramp2E3–4E
Ferocious Warrior of the Lost LandsMid2E3E

Deviation cost

Falling 1E below curve for 1 turn costs you ~1 card play.
Falling 1E below curve for 3 turns compounds to ~3 missed plays = usually a lost game at L5+.
Banking 2+ E over curve means you missed a play; the extra energy doesn’t make up for it.

When to deviate on purpose

  • Save for a Major next turn: legitimate bank. Limit: 1 turn.
  • Scenario-specific: some scenarios (Powers Long Forgotten) forbid certain cards, forcing banking.
  • Emergency defend: burning 2E on A Year of Perfect Stillness saves a game; worth spiking out-of-curve for one turn.

Cross-references


Last revised: 2026-04-19