Major vs. Minor — A Stats-Backed Framework
This is the most important draft decision in Spirit Island, and also the one most often handled by feel rather than framework. This chapter gives you the framework.
The core question
Every time you grow on a “gain a power card” slot, you choose: Minor (cheap, supportive, 4 cards offered) or Major (expensive, game-changing, 4 cards offered, costs you a Forget).
Over a game, most spirits gain 3–6 power cards. Getting the Minor/Major ratio right is worth ~15–20% on your win rate at high difficulty. Getting it wrong is how you lose games you “should” have won.
The four archetypes
Spirits fall into four draft biases. Learn which archetype your spirit is before you draft.
1. Minor-heavy
Cheap, curve-fit, multi-card plays every turn. Minors slot naturally into these spirits’ energy + CP.
Spirits here: Sharp Fangs, Many Minds (opening 1), Downpour, Shroud (opening 1), Lightning, River (openings 1–2 early).
Rule: gain 2–3 Minors before you even think about a Major. If your Minors are all 0–1 cost, you can sustain 3+ CP per turn at 2–3 energy. Majors would starve the curve.
2. Major-heavy
Expensive, game-changing, spirit wants to hit a threshold (usually 3 CP + 3E+) to fire Majors reliably.
Spirits here: Vital Strength of the Earth (classic), Keeper, Stone’s Unyielding, Starlight, Covets.
Rule: go Major as early as your curve supports — often T2–T4. Forget a weak Unique; 0 Minors is fine. Shopping 3+ Majors over a game is normal.
3. Mixed
Some Minors to sustain the curve, 1–2 high-value Majors for late-game closing. Most spirits default here.
Spirits here: Thunderspeaker, Shadows, Ocean, Green, Bringer, Fractured Days, Trickster (all openings), Finder, Serpent.
Rule: gain 2 Minors T1–T3, then a Major T4–T6, then another Minor or Major depending on what the matchup demands.
4. Flexible / Adversary-driven
The spirit’s strength is breadth — different matchups want different drafts. Play the adversary, not the spirit.
Spirits here: Wildfire (Early Major vs England; Full-bottom minors vs Sweden), Sharp Fangs across its 4 openings, Lure (depends on opening choice), Behemoth.
Rule: read the adversary’s pressure curve first (see Tempo), then pick archetype 1–3 to match.
The four decision factors
In order of weight:
1. Energy curve fit
The question: does your spirit generate enough energy by T3 to play the Major you gain?
Majors cost 3–8 energy. A 4-cost Major played on T4 means you hit 4E by T4. Most spirits that aren’t Earth don’t.
Before gaining a Major, check: “Can I play this card within 2 rounds of gaining it?” If no, pass. Majors rotting in hand are pure tempo loss.
2. Forget cost
When you gain a Major, you forget a card. If your spirit has a bad Unique (classic: Earth’s Draw of the Fresh Waters on some matchups; Wildfire’s Flash-Fires), that’s a bonus.
If your spirit has no weak Unique, forgetting is a real cost. Minors don’t ask for a Forget — they’re free to slot in.
3. Card pool variance
Majors have 4-card offers that skew toward specific elements or effects. If your spirit has narrow element requirements, the Major offer often has 0–1 useful cards. Passing and going Minor is better than taking a misfit Major.
Minors have 4-card offers with better average fit for most spirits because the minor pool is broader + cheaper.
4. Game-phase fit
- Early game (T1–3) — Minors almost always win. They’re cheap enough to play immediately.
- Mid (T4–6) — Majors start paying off. Mixed archetypes pivot here.
- Late (T7+) — either you’ve already shopped Majors, or you’re playing Minor-heavy and don’t care.
The mermaid decision tree
Turn 1–3: which archetype is your spirit?
|
+----------------+----------------+
| | |
Minor-heavy Mixed Major-heavy
| | |
Gain Minors Gain Minors T1–3 Gain Major T1–3
all the way Major T4–6 More Majors later
Minor/Major late
If you play Flexible, read the adversary first — see the Adversary Matchup Matrix in that spirit’s chapter.
The stats
Per mindwanderer (2026-Q1 digital data, N ~ 12,000 games L3+):
- Minor-heavy spirits winning runs: 78% of games drafted 3+ Minors before any Major.
- Major-heavy spirits winning runs: 64% drafted a Major by T3.
- Cross-spirit overall: win rate is ~8% higher when the draft matches the archetype classification above.
Sample sizes vary per spirit. Use the per-spirit chapter’s draft-bias rating, which accounts for the stat.
See the Major vs. Minor Draft Rates chapter for the full per-spirit breakdown.
The passing game
Sometimes the right play is decline a card gain. You can’t decline a growth option that says “gain a card,” but you can pass on the card offered and take a Forget-only move, or you can take a 4th card you won’t use just to avoid a Forget.
You pass a Major when:
- No card in the offer fits your element profile.
- Your energy curve won’t support it for 2+ turns.
- Your Unique cards are all too valuable to Forget.
You pass a Minor when:
- Rare — almost never pass a Minor.
- Exception: hand size cap constraints (some spirits cap lower).
The “just take the shiny” trap
Majors look great on the card. Vigor of the Breaking Dawn reads like the game-winner. But if you play it once at T6 and never again, you overpaid.
Rule of thumb: a Major is only worth its cost if you play it twice in the game. Once-and-done Majors are net losses unless they outright closed the game.
Drafting Vigor / Terrifying Nightmares / Sea Monsters / Fiery Power on a spirit that can’t hit the element threshold for the full effect. You just paid the Major cost for a mediocre sub-threshold effect.
A per-spirit rule of thumb
From the priority spirits (see per-chapter pages for the full stat-backed recommendations):
All 39 spirits below. Biases marked TBD will be refined as each spirit’s chapter is authored. Directional hints are community-consensus best-guesses where a chapter doesn’t yet exist.
Base (8):
| Spirit | Draft Bias | Opening card rule |
|---|---|---|
| River Surges in Sunlight | Mixed | Minors T1–T3 to fuel River’s Bounty; Major T6+ if reliable |
| Lightning’s Swift Strike | Minor-heavy | Cheap Minors compounding 2-CP plays; Majors optional |
| Shadows Flicker Like Flame | Mixed | Minors T1–T2, Major T3–T5 if Moon/Fire majors offered |
| Vital Strength of the Earth | Major-heavy | Major T2–T4; forget Draw of Fresh Waters as standard |
| Ocean’s Hungry Grasp | Mixed | 2 Minors early, Major T5+ once drowning is reliable |
| A Spread of Rampant Green | Major-heavy | Major T2–T3 if Plant majors offered; 0–1 Minor total |
| Thunderspeaker | Mixed | Minors T1–T3, pivot Major late; dahan-synergy majors OP |
| Bringer of Dreams and Nightmares | Mixed | Minors first; Terrifying Nightmares late as finisher |
Branch & Claw (2):
| Spirit | Draft Bias | Opening card rule |
|---|---|---|
| Sharp Fangs Behind the Leaves | Minor-heavy | 3 Minors before a Major; see chapter for 4 opening variants |
| Keeper of the Forbidden Wilds | Major-heavy | Major T2–T3; the spirit’s energy supports it |
Promo — Feather & Flame (2):
| Spirit | Draft Bias | Opening card rule |
|---|---|---|
| Heart of the Wildfire | Flexible | Minor-heavy vs Sweden; Early Major vs England |
| Serpent Slumbering Beneath the Island | Mixed | Minor-heavy early; Major when element profile fits (late) |
Promo Pack 2 (2):
| Spirit | Draft Bias | Opening card rule |
|---|---|---|
| Downpour Drenches the World | Minor-heavy | Minors complementing toolkit gaps (per latentoctopus) |
| Finder of Paths Unseen | Mixed | Minors for mobility; 1 Major to close |
Horizons (5):
| Spirit | Draft Bias | Opening card rule |
|---|---|---|
| Devouring Teeth Lurk Underfoot | Mixed | Simple spirit; Minors T1–3, Major T5 optional TBD |
| Eyes Watch from the Trees | Mixed | Support-oriented; Minors for flexibility TBD |
| Fathomless Mud of the Swamp | Mixed | Defend-focused; Minors early, Major if energy ramps TBD |
| Rising Heat of Stone and Sand | Mixed | Damage-focused; Minors or Major depending on elements TBD |
| Sun-Bright Whirlwind | Mixed | Mobility spirit; Minors to cycle, Major optional TBD |
Jagged Earth (10):
| Spirit | Draft Bias | Opening card rule |
|---|---|---|
| Shifting Memory of Ages | Mixed | Card-focused spirit; see chapter when authored TBD |
| Grinning Trickster Stirs Up Trouble | Minor-heavy | 0-cost Moon/Air Minors per latentoctopus; Major hybrid variant exists |
| Many Minds Move as One | Minor-heavy | 0-cost Minors per Rei/latentoctopus; Major only late |
| Shroud of Silent Mist | Minor-heavy | 0-cost Minors; Major only once energy pipeline mature |
| Vengeance as a Burning Plague | Mixed | Disease/Blight Majors shine; Fetid Breath is A-tier |
| Volcano Looming High | Mixed | Fire/Earth-element Minors; Major when thresholds align TBD |
| Stone’s Unyielding Defiance | Major-heavy | The paradigm Major-heavy JE spirit; Major T2–T4 |
| Lure of the Deep Wilderness | Mixed | Hybrid opening with Early Major variant; per latentoctopus |
| Fractured Days Split the Sky | Mixed | Majors once time-skip engine online; early Minors |
| Starlight Seeks Its Form | Flexible | Form-dependent; shifts between Major and Minor bias mid-game |
Nature Incarnate (10):
| Spirit | Draft Bias | Opening card rule |
|---|---|---|
| Ember-Eyed Behemoth | Flexible | Early Major variant vs tough adversaries (per latentoctopus) |
| Hearth-Vigil | Mixed | Dahan-preservation focus; Minors early, Major mid-game TBD |
| Towering Roots of the Jungle | Slow-ramp (Majors) | Defend + Major engine; similar to Stone TBD |
| Breath of Darkness Down Your Spine | Mixed | Fear-heavy; see chapter when authored TBD |
| Relentless Gaze of the Sun | Mixed | Sun-element Incarna spirit; Minors or Major depending TBD |
| Wandering Voice Keens Delirium | Mixed | Strife-fear specialist; see chapter when authored TBD |
| Wounded Waters Bleeding | Mixed | Water-element Incarna; see chapter when authored TBD |
| Dances Up Earthquakes | Mixed | Earth-element Incarna; see chapter when authored TBD |
| Covets Gleaming Shards of Earth | Major-heavy | The extreme Major-shopper; scales with Majors held |
| Ferocious Warrior of the Lost Lands | Mixed | Dahan-warrior; see chapter when authored TBD |
Cross-references
- Tempo — why curve fit matters.
- Energy Curves — per-spirit target energy trajectories.
- Card Draft Theory — the deep mechanics of the draft itself.
- Major vs. Minor Draft Rates — the full stat page.
- latentoctopus opening guides (per-spirit draft emphasis): https://latentoctopus.github.io/
- Rei on Vengeance (card priority grades): BGG #2709070
- mindwanderer digital win-rate dataset: https://mindwanderer.net/si/stats.html
- Cardboard Crew tier list + draft notes: https://thecardboardcrew.com/spirit-island-spirits/
Last revised: 2026-04-19