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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

Gaining either kind is the same draw: draw 4 from the chosen deck, keep 1, and put the other 3 in that deck’s discard (core rulebook, “Gaining Power Cards”; data/references/rules/open-questions.md Q9). A Major also makes you Forget a Power Card unless the effect waives it.

  • Major cost: 2 to 9 Energy. Nine of the 78 Majors cost 2, among them Entwined Power and The Trees and Stones Speak of War (base game) and Tigers Hunting (Branch & Claw); 22 cost 3 (engine card list power_cards.json, powerType “Major”, energyCost; the wiki card data agrees).
  • Minor cost: 0 or 1 Energy (36 cost 0 and 64 cost 1 in the active pool of 100, per the wiki card data; the engine list agrees once the dropped Growth Through Sacrifice is set aside).
  • Thresholds are a bonus, not a gate. You can play a Major for its base effect without meeting its Elemental Threshold; the threshold only adds its extra effect when you have the Elements (core rulebook, “Elemental Thresholds”: optional effects you may use only with those Elements). Most Majors print a threshold; a few Minors do too (the engine list encodes one on, for example, Drought and Renewing Rain).

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 the 4+ Energy Majors and have the CP to play them alongside cheap Minors. A 2-cost Major is within reach of almost anyone, so its cost is rarely the reason to skip it.

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

The income and CP ranges are rough authoring estimates, not computed from presence-track data; check the spirit’s chapter for its actual tracks.

Pool-dilution effect

Mean “N Fear” printed in each card’s base effect (threshold text excluded), from scripts/expansion-deltas.py run on the current wiki card data (see also Expansion Dilution Claims, whose base-game rows, n = 41 Majors and 50 Minors, don’t match the current 22- and 36-card base pools):

  • Base Majors (22 cards): 1.18 fear/card
  • B&C Majors (21): 2.00 (peak)
  • JE Majors (23): 1.04
  • NI Majors (12): 0.83 (lowest)

Implication: across all expansions, Majors print 102 Fear over 78 cards (102 ÷ 78 ≈ 1.31 per card) against 26 ÷ 22 ≈ 1.18 in base alone. B&C’s Majors pull the average up and NI’s pull it down (base + B&C + JE: 92 ÷ 66 ≈ 1.39). Minors go from 18 ÷ 36 = 0.50 in base to 58 ÷ 100 = 0.58 with everything; B&C Minors average 20 ÷ 30 ≈ 0.67.

So all-expansions games shift both decks a little toward printed Fear, Majors more than Minors. Printed Fear is one narrow measure of a card’s value, so treat this as a nudge, not a draft rule.

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