Silence is a Variable Edict in Hexarion Conquest that locks down enemy options by preventing them from activating any Edicts on their next turn. It’s a precision control tool, perfect for interrupting high-impact plays or stalling momentum.
Silence – Edict Definition
Effect:
Target an enemy Hexmaster. That Hexmaster is Silenced during its next turn — it cannot activate any Edicts.
Key Properties:
Attribute | Value |
---|---|
Type | Variable Edict – Control |
Target | 1 enemy Hexmaster (any range defined by the Glyphex — often adjacent or within 1–2) |
Effect | Applies the Silenced status |
Duration | Until the end of that Hexmaster’s next activation opportunity |
CE Cost | ❌ None – free to activate |
Blocked By? | ❌ No — Silence is not blocked by Shielded or Clone Decoy |
Tactical Uses:
- Prevent a Hexmaster from using Arcshock, Soul Echo, or Reclaim when it matters most
- Delay an attuned attacker from using a deadly combo (like Backstab, Ignite, or Drain)
- Lock down revived units on their return turn
- Excellent stall against CE-rich opponents
Rules Clarifications:
- Silenced Hexmasters may still move if not Rooted
- Basic, Variable, and Class Edicts are all disabled for the duration
- Silence does not prevent passive effects, like gaining CE or drawing Glyphexes
- Track with a Runed Siglum on the Hexmaster until the status clears
Glyphexes Containing Silence
Glyphex Name | Silence Position |
---|---|
Aetherbind | 2nd Variable Edict |
Vowshard | 1st Variable Edict |
Nightcoil | 3rd Variable Edict |
Strategic Summary:
- Aetherbind and Vowshard are defensive-disruptive hybrids, combining Silence with CE manipulation and shielding
- Nightcoil pairs Silence with Reclaim and Disenchant, perfect for reactive or recursion-heavy playstyles
- All three are excellent for stalling aggressive opponents, shutting down Class Edicts, or buying space to reposition