Home / Magic: The Gathering / Innistrad: Midnight Hunt / Curse of Silence
Curse of Silence
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment — Aura Curse

Curse of Silence

rare · Enchantment — Aura Curse · Innistrad: Midnight Hunt
$0.27
Low
$0.32
Market
$0.40
High

Oracle Text

Enchant player
As this Aura enters, choose a card name.
Spells with the chosen name enchanted player casts cost {2} more to cast.
Whenever enchanted player casts a spell with the chosen name, you may sacrifice this Aura. If you do, draw a card.

Card Details

-/-Power / Toughness
{W}Mana Cost
6Prints

Character Background

Curse of Silence is a sharp white disruption tool that best fits control and tempo decks, especially in formats where you can predict an opponent’s key spell or commander. By naming a central card, you tax every copy in the enchanted player’s hand, making their curve clunkier and often forcing them to play off-plan; the added {2} can be enough to buy the turns a slow deck needs to stabilize. It is at its best against combo pieces, recurring threats, or signature finishers, and it pairs well with discard, countermagic, or information-gathering effects so you can name accurately. In Commander, it’s particularly strong when you know a deck’s engine card, and the draw clause means it remains useful even if the opponent eventually casts the named spell. The Innistrad flavor feels fitting: a quiet, oppressive hex that constrains a target’s voice, then leaves you with a small reward for keeping them muzzled.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.27 - $0.40
At the current market price of $0.32.
Average Time to Sell
3 days
At the current market price of $0.32.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Curse of Silence is a sharp white disruption tool that best fits control and tempo decks, especially in formats where you can predict an opponent’s key spell or commander. By naming a central card, you tax every copy in the enchanted player’s hand, making their curve clunkier and often forcing them to play off-plan; the added {2} can be enough to buy the turns a slow deck needs to stabilize. It is at its best against combo pieces, recurring threats, or signature finishers, and it pairs well with discard, countermagic, or information-gathering effects so you can name accurately. In Commander, it’s particularly strong when you know a deck’s engine card, and the draw clause means it remains useful even if the opponent eventually casts the named spell. The Innistrad flavor feels fitting: a quiet, oppressive hex that constrains a target’s voice, then leaves you with a small reward for keeping them muzzled.

Generated using gpt-5.4-mini · Updated at 2026-08-21 16:20:44 UTC

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