Cull the Weak is a cold little card with sharp teeth. It doesn’t scream value. It doesn’t swing tempo.
It just asks both players to make a decision—and makes sure someone regrets it.
At two mana, it’s one of the cleanest mutual removal spells shown so far during Riftbound Preview Season, and it’s clearly designed for decks that don’t mind letting go of their own board.
Gameplay / Cool Mechanics
Here’s the play: each player kills one of their units. Simple on the surface, but nasty in the right shell.
This is a symmetrical effect, but symmetry only matters if both players are equally ready for it—and in Cull the Weak, they rarely are.
Token decks? Deathrattle setups? Self-reanimators? All love this. You drop a 1/1 with upside, pop it, and watch your opponent squirm over which mid-size body they have to toss.
And at just two mana, you can often pair this with something else on the same turn—like a follow-up board drop or a hand refueler.
The real power here is in tempo denial. If your opponent has just one big threat, Cull the Weak forces them to give it up unless they’ve protected it.
And if you’ve got fodder? You come out clean. It’s a card that rewards intentional sacrifice and punishes greedy board states.
Visuals
The art goes hard on the metaphor: a blindfolded figure forced to walk the plank. Their fate sealed. The water swarms with ghostly blue sea monsters circling below—abstract, spectral, and impossibly large.
A single cutlass juts in from the corner, sealing the deal. There’s no drama here. Just the inevitability of being “the weak” in this equation.
It’s not brutal, it’s bureaucratic. Like executions are just protocol now.
That visual tone matches perfectly with how Cull the Weak plays—not loud, not flashy, just efficient removal masked as fairness.
Pull Rate & Value Speculation
Cull the Weak is marked 209/298, nestled deep into the Spell portion of the main set. No foil or overnumbered version has surfaced yet, and it’s probably not going to be a high-chase card in isolation.
But it’s a low-rarity piece that might quietly become a staple in control, death synergy, and ping combo decks if those archetypes firm up.
The type of spell you’ll want a full playset of—nothing flashy, but tactically crucial when it hits the meta right.
If Riftbound ends up having a proper sacrifice-focused engine deck, this becomes a dirt-cheap enabler.
Cull the Weak is for the players who already planned on losing something. The trick is making sure your opponent didn’t.