Silence

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:

AttributeValue
TypeVariable Edict – Control
Target1 enemy Hexmaster (any range defined by the Glyphex — often adjacent or within 1–2)
EffectApplies the Silenced status
DurationUntil 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 NameSilence Position
Aetherbind2nd Variable Edict
Vowshard1st Variable Edict
Nightcoil3rd 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