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Silent · decision guide

Silent Poison Guide: Damage Clock, Defense and Timing

Take Poison when the deck can survive long enough for the clock to matter and can find or multiply the application. Early Poison is a bridge only if the rest of the deck can handle the next hallway and Elite.

Main v0.107.1 · Beta v0.111.0 notesChecked 2026-08-14
The player question

When should Silent take Poison instead of immediate damage or defense?

Open the Silent overview

The job

What this package is trying to solve

Set a damage clock, then use draw, Weak and Block to survive while Poison handles scaling enemies. The package is useful only when it answers the fight in front of you; it is not a shopping list that overrides the map, enemy intent, or the cards actually offered.

01

Solve immediate Act 1 damage before collecting slow payoffs.

02

Apply Poison before the card that multiplies or converts it.

03

Use Weak, Block, and draw to buy the turns the Poison needs.

04

Prefer cards that help the current fight and remain useful after the Poison package arrives.

Build the job, not the label

Cards and relics to recognize

Core cards

Poisoned Stab · Bubble Bubble · Bouncing Flask · Noxious Fumes · Accelerant

These are the cards that make the package's central action possible.

Support cards

Backflip · Footwork · Leg Sweep · Afterimage · Well-Laid Plans

These help the package survive, draw, scale, or bridge into the next fight.

Relics

Snecko Skull · Twisted Funnel · Paper Krane · Ring of the Drake

Relics can change the value of the package, but do not force a plan that cannot solve the next combat.
How a useful turn looks: Apply Poison before Bubble Bubble or other payoffs. Use card flow to find the scaler and keep enough Weak and Block to give it a second deck cycle.

Commit condition

When should you take more of this?

✓

A real Poison source and a way to find, repeat, or multiply it are present.

✓

The next long fight gives the damage clock time to pay back the card slot.

✓

The deck can defend while the Poison is still small.

Protect the run

When should you stop forcing it?

Core failure mode: Taking only Poison cards. Slow damage without draw and defense means the enemy gets more turns than the deck can afford.

↗

The next Elite will be decided before Poison reaches meaningful damage.

↗

The deck has Poison but no draw, Weak, or Block to buy another cycle.

↗

A generic attack solves more immediate fights than the next slow Poison card.

Keep the decision connected

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