Silent Build

Silent Poison Carry Build

Poison wins the fights that last. Once the deck can land reliable stacks, your next job is simply surviving long enough for the clock to finish the room.

Silent artwork

Opening Plan

Build the first working version

Start with one dependable Poison source, then solve block and card flow before adding a second slow power.

Draft Rule

Know when the package is real

Bouncing Flask handles concentrated pressure; Noxious Fumes handles time and multiple targets. Draft for the fights ahead, not the label.

Synergy

How the pieces connect

Deadly Poison and Bouncing Flask establish the stack quickly. Noxious Fumes keeps adding Poison across longer fights, and Envenom lets unblocked Attack damage contribute to the same clock.

How To Play It

Turn order that makes the package work

A rough sequence for the deck's key turn. Real runs shuffle the order, but this is how the pieces are meant to chain: set the engine, then spend into the payoff.

  1. Noxious Fumes card artworkNoxious Fumes

    Start the clock: 2 Poison to all enemies every turn scales the whole fight for free.

  2. Deadly Poison card artworkDeadly Poison

    Front-load a target: a fast 5 Poison makes the current threat die on schedule.

  3. Bouncing Flask card artworkBouncing Flask

    Spike the stack: three hits of 3 Poison pile onto whatever needs to fall first.

  4. Envenom card artworkEnvenom

    Double-dip: now your unblocked attacks also apply Poison, so every hit feeds the same clock.

Core Cards

The four cards that define the shell

These are engine markers, not four mandatory picks. The tier label follows the current character board; an unranked card can still be the narrow piece that completes this shell.

Relic Signals

Relics that make the lane stronger

These relics improve the package, but they are not entry tickets. Draft a working deck first and treat the relic as a reason to lean harder into a line that already functions.

Keep Planning

Use the next page for the next decision