Silencer Effects
The WARP Silencer Effects

Silencer Effects

Exactly what does the Silencer's power prevent? In most cases, the power is clear, but there are plenty of times when it isn't. Any attempt at a deal is an automatic failure. Normal play of cards that need no explanation is allowed. Any card or other game part with an ambiguity, such as one that needs the player to specify a target of player of effect (like the Plague Edict) are prohibited by the Silencer because they need some form of communication to identify which player is affected.

The Silencer DOES stop these powers:

Anomaly (partially)
Aura
Berserker (challenges)
Calculator
Chronos
Crytal
Delegator
Demon
Dictator
Diplomat
Doppelganger
Extortionist
Force
Gnome
Grudge (if choice)
Healer
Hurtz
Judge
Lloyd
Loser
Magnet
Mesmer
Mind
Mirror
Mutant (from other players)
Negator
Obverse
Pavlov
Phantom
Philanthropist
Pirate
Plant
Prolong
Prophet
Queue (timing)
Seeker
Serpent
Silencer
Siren
Skeptic
Sniveler
Sting
Trader
Visionary
Will (if base has more than one color)
Witch
Wrack

The Silencer does NOT stop these powers:

Amoeba
Anomaly (partially)
Anti-Matter
Aristocrat
Assassin
Berserker (card value)
Boomerand
Bully
Busybody
Butler
Cavalry
Changeling
Chosen
Clone
Connoisseur
Deuce
Disease
Dragon
Empath
Entrepeneur
Ethic
Filch
Filth
Fungus
Gambler
Ghost
Gorgon
Grief
Grudge (if only one)
Industrialist
Insect (depends on power being copied)
Laser
Machine
Macron
Miser
Mutant (from deck)
Oracle
Pacifist
Parasite
Pentaform
Queue (turn order)
Reincarnator
Reserve
Schizoid
Sorcerer
Spiff
Subversive
Symbiote
Terrorist
Vacuum
Vampire
Virus
Void
Vulch
Warpish
Warrior
Will (if target base has only one color)
Worm
Wraith
Zombie