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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.

Pro Tip

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

Stat Insight

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.

Common Mistake

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):

SpiritDraft BiasOpening card rule
River Surges in SunlightMixedMinors T1–T3 to fuel River’s Bounty; Major T6+ if reliable
Lightning’s Swift StrikeMinor-heavyCheap Minors compounding 2-CP plays; Majors optional
Shadows Flicker Like FlameMixedMinors T1–T2, Major T3–T5 if Moon/Fire majors offered
Vital Strength of the EarthMajor-heavyMajor T2–T4; forget Draw of Fresh Waters as standard
Ocean’s Hungry GraspMixed2 Minors early, Major T5+ once drowning is reliable
A Spread of Rampant GreenMajor-heavyMajor T2–T3 if Plant majors offered; 0–1 Minor total
ThunderspeakerMixedMinors T1–T3, pivot Major late; dahan-synergy majors OP
Bringer of Dreams and NightmaresMixedMinors first; Terrifying Nightmares late as finisher

Branch & Claw (2):

SpiritDraft BiasOpening card rule
Sharp Fangs Behind the LeavesMinor-heavy3 Minors before a Major; see chapter for 4 opening variants
Keeper of the Forbidden WildsMajor-heavyMajor T2–T3; the spirit’s energy supports it

Promo — Feather & Flame (2):

SpiritDraft BiasOpening card rule
Heart of the WildfireFlexibleMinor-heavy vs Sweden; Early Major vs England
Serpent Slumbering Beneath the IslandMixedMinor-heavy early; Major when element profile fits (late)

Promo Pack 2 (2):

SpiritDraft BiasOpening card rule
Downpour Drenches the WorldMinor-heavyMinors complementing toolkit gaps (per latentoctopus)
Finder of Paths UnseenMixedMinors for mobility; 1 Major to close

Horizons (5):

SpiritDraft BiasOpening card rule
Devouring Teeth Lurk UnderfootMixedSimple spirit; Minors T1–3, Major T5 optional TBD
Eyes Watch from the TreesMixedSupport-oriented; Minors for flexibility TBD
Fathomless Mud of the SwampMixedDefend-focused; Minors early, Major if energy ramps TBD
Rising Heat of Stone and SandMixedDamage-focused; Minors or Major depending on elements TBD
Sun-Bright WhirlwindMixedMobility spirit; Minors to cycle, Major optional TBD

Jagged Earth (10):

SpiritDraft BiasOpening card rule
Shifting Memory of AgesMixedCard-focused spirit; see chapter when authored TBD
Grinning Trickster Stirs Up TroubleMinor-heavy0-cost Moon/Air Minors per latentoctopus; Major hybrid variant exists
Many Minds Move as OneMinor-heavy0-cost Minors per Rei/latentoctopus; Major only late
Shroud of Silent MistMinor-heavy0-cost Minors; Major only once energy pipeline mature
Vengeance as a Burning PlagueMixedDisease/Blight Majors shine; Fetid Breath is A-tier
Volcano Looming HighMixedFire/Earth-element Minors; Major when thresholds align TBD
Stone’s Unyielding DefianceMajor-heavyThe paradigm Major-heavy JE spirit; Major T2–T4
Lure of the Deep WildernessMixedHybrid opening with Early Major variant; per latentoctopus
Fractured Days Split the SkyMixedMajors once time-skip engine online; early Minors
Starlight Seeks Its FormFlexibleForm-dependent; shifts between Major and Minor bias mid-game

Nature Incarnate (10):

SpiritDraft BiasOpening card rule
Ember-Eyed BehemothFlexibleEarly Major variant vs tough adversaries (per latentoctopus)
Hearth-VigilMixedDahan-preservation focus; Minors early, Major mid-game TBD
Towering Roots of the JungleSlow-ramp (Majors)Defend + Major engine; similar to Stone TBD
Breath of Darkness Down Your SpineMixedFear-heavy; see chapter when authored TBD
Relentless Gaze of the SunMixedSun-element Incarna spirit; Minors or Major depending TBD
Wandering Voice Keens DeliriumMixedStrife-fear specialist; see chapter when authored TBD
Wounded Waters BleedingMixedWater-element Incarna; see chapter when authored TBD
Dances Up EarthquakesMixedEarth-element Incarna; see chapter when authored TBD
Covets Gleaming Shards of EarthMajor-heavyThe extreme Major-shopper; scales with Majors held
Ferocious Warrior of the Lost LandsMixedDahan-warrior; see chapter when authored TBD

Cross-references

Sources

  • 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