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Writer's pictureBrandon Stevenson

Guild Spotlight: The Silence

Hello, and welcome to this week's guild spotlight! To celebrate the giving of thanks, we'll be going into probably the most friendliest guild of all time: The Silence!


That was a joke, by the way. The Silence are horrible and will kill you if you have any semblance of magical power.


The Silence are an anti-magic group whose sole purpose is to stomp down on any extreme displays of aetheric ability. They aren't always horrible - they are one of the only non-Council guilds in Metraal that still give out jobs to mercenaries or willing help - but their association with the Amatha-loving Alabaster Sun guild doesn't always paint them with the brightest colors. Despite the negative outlook, The Silence were pivotal in The Great Revolt and were the greatest tool against Vastelle and her group of Elementalists.


The first silencers to exist actually came from The Ajai. When the Northwalkers began their journey to the colder parts of Hadenerst, they first had to go into the Spirwood, where they found a group of monks already partaking in the natural beauty that the forest had to offer. For those that were willing to stay in the Spirwood and make the Grand Monastery of Ji their home, the monks of The Ajai offered peace and mastery over the forces of chi and martial arts. For some of these settlers, though, what they learned was merely a tool of power. What began as fun spars and rambunctious festivals of light became battles between friends and allies. Vicar, one of the founders of The Ajai and the most revered leader of the group, expelled the rambunctious fighters and seemingly stripped them of any connection to their chi - or so the legend goes. The exiled could have very well refused to use the power they were granted ever again. Either way, the exiled members of The Ajai did not utilize chi anymore.


The exiled spread out throughout the continent. Some continued where previous adventurers had continued and walked to the snowy north. Others travelled to the west where present day Veres would be found. Those that did go to the Veres area found a new power - the ability to restrict the aetheric flow of energy in the air. With this ability, The Silence was born and came to free the world from the grip of Vastelle and her Elementalists.


Now, let's dig into The Silence's 5 abilities.


Choke – Opposing auras and spells cost 1 extra to play from the hand while this unit is on the field.  This ability can stack up to a max of 3 times from all of your units.


Sling – When attacked by a ranged unit, this unit returns damage like a ranged unit.


Anti-Magic Field – This unit cannot be affected by opposing spells or active/triggered abilities.


Silence – Give a unit Silenced until your initial phase. (The unit loses their native abilities)


Study - Tap this unit.  You can perform this ability when a non-unit card enters a graveyard.  Attach the card to this unit and remove its abilities while attached.  On your end phase, destroy the attached card.  You can choose to have cards of that name cost 1 less or 1 more no matter its location while it's in the graveyard from this ability.


The Silence is great for removing what makes a unit great and protecting their own units from spells, abilities and auras. They also have the only ability of the game that allows their melee units to deal with ranged units properly. One of their more unique abilities is Study, which also adds on to Choke's resource restrictions. Of course, there's much more than meets the eye, but I'll let you find that out on your own when you check out all 4 of the core decks in Tabletop Simulator!


One final note - You can subscribe to the website! If you sign up or are already signed up, you may win a copy of Tabletop Simulator yourself! Sign up by 11/24 to enter!

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