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Major vs. Minor Draft Rates

Most spirit chapters rate a preferred draft bias: Minor-heavy, Major-heavy, or Mixed. Under the hood, that reflects expected value under the spirit’s energy curve, innate element needs, and play-count-per-turn budget. This chapter extracts the drivers.

The arithmetic

Drafting a Major: 3-card-view-pick-1, costs ≥3 Energy to play, gates on elemental threshold. Drafting a Minor: 4-card-view-pick-1 (or 2-pick-1 per growth), costs 0-2 Energy, no elemental gate.

EV per draft:

  • Major: P(useful Major in view) × E(payoff | played within 3 turns)
  • Minor: P(useful Minor in view) × E(payoff) — typically higher P(hit), lower E(payoff).

Low-income spirits (most base-complexity) struggle to play Majors fast enough to amortize the draft opportunity cost. Minor-heavy wins for them.

High-income spirits (Stone’s Unyielding Defiance, Starlight, Serpent) or energy-banking growths (Shadows G3, Ocean G3) can afford 3-6E Majors and have the CP to play them alongside cheap Minors.

Draft bias by archetype

ArchetypeTypical incomeTypical CPDraft bias
Fear-rush low-complexity1-2E1-2Minor-heavy
Fear-rush + presence (Shadows)1-3E1-2Mixed (Minor T1-3, 1 Major T5+)
Damage specialist (Lightning, Heart)1-3E2-3Minor-heavy early, Major T4+
Energy-bank late-ramp (Starlight, Stone)2-5E2-3Major-heavy
Dahan-coordinator (Thunderspeaker, Hearth-Vigil)1-2E1-2Minor-heavy
Control/presence (Serpent, Lure)2-4E2-3Mixed
Complex late-game (Fractured Days, Wandering Voice)2-4E2-3Major-heavy

Pool-dilution effect

Per Expansion Dilution Claims:

  • Base Major pool mean: 1.05 fear/card
  • B&C Majors: 2.00 (peak)
  • JE Majors: 1.04
  • NI Majors: 0.83 (lowest)

Implication: more expansions → less raw Fear per average Major draft. This partially compensates the Minor pool expansion (B&C Minors 0.67 vs. base 0.58).

So all-expansions games have a subtly different Minor-vs-Major balance than base-only. In base, Major drafts are more rewarding on average. In all-expansions, Minor advantage grows.

When Minor-heavy wins decisively

  • Innate depends on specific-element Minors you cheaply chain.
  • Energy income caps at 2-3E through mid-game.
  • Adversary rewards board-positioning over damage (England early, Sweden, Russia).

When Major-shopping wins decisively

  • Innate doesn’t need much elemental help (Bringer — only Moon).
  • Adversary has escalation cliffs you pre-empt with a single big play (France L5 plantation removal; Mining L5 scaling).
  • You have 4-5E regular income by T5.

Gain-1-Major growth option?

Starlight, Fractured Days, Lure of the Deep Wilderness have growths that gain a Major. Taking one costs:

  • 1 presence not placed
  • 1 CP slot on a card you may not afford for 2-3 more turns

It’s correct when the Major carries a game-phase AND your expected income crosses the Major’s cost within 2 turns of drafting.

See also