| Name | Cull |
|---|---|
| Type | Gear |
| Description | [Equip] :rb_rune_chaos: (:rb_rune_chaos:: Attach this to a unit you control.) |
| Artist | 黯荧岛Dark Glow |
| Set | #134 |
| Wallpaper | |
| Image |
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| Name | Cull |
|---|---|
| Type | Gear |
| Description | [Equip] :rb_rune_chaos: (:rb_rune_chaos:: Attach this to a unit you control.) |
| Artist | 黯荧岛Dark Glow |
| Set | #134 |
| Wallpaper | |
| Image |
Tierlist
No Rank
Grade it yourself
Cull, Gear, designed by 黯荧岛Dark Glow first released in Mar, 2026 in the set .
Cull looks like a low-cost utility Equipment that would best fit in an aggressive or tempo-focused Chaos deck that wants cheap attachments to trigger synergy effects (such as “whenever you equip” or “whenever a unit gains Chaos”) or to efficiently enable rune-based mechanics. Since it only costs 1 and requires :rb_rune_chaos:, it’s likely strongest in low-curve decks that flood the board early and benefit from stacking incremental value rather than slow control builds. However, if Cull provides no additional stats or impactful ability beyond simply attaching, it may be outclassed by higher-impact Chaos equips that grant power boosts, keywords, or immediate board influence—cards that generate tempo the turn they’re played would generally be better. Whether it should see play depends entirely on synergy density: in a dedicated Chaos-rune synergy deck it could be a solid enabler, but in a generic midrange or control list it’s probably too low impact to justify a slot.
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