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Rules guide · Sorcery

Culling SunHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Guildpact· February 3, 2006
Carte Magic Culling Sun

Culling Sun is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Destroy each creature with mana value 3 or less.

Complete guide

Culling Sun is a powerful board wipe designed to punish players who flood the battlefield with low-cost creatures. By targeting mana values specifically, it clears away early-game threats while leaving your larger finishers untouched. It is a staple tool for control decks looking to stabilize against aggressive strategies.

What Culling Sun Does

Culling Sun is a sorcery that destroys every creature on the battlefield with a mana value of 3 or less. Mana value is determined by the mana cost printed in the upper right corner of a card. If a creature has no mana cost, such as a creature token that isn't a copy of something else, its mana value is 0.

How it Resolves Step by Step

First, you cast Culling Sun by paying its mana cost of two white, one black, and two generic mana. Once it resolves, the game checks the mana value of every creature currently on the battlefield. All creatures that meet the criteria of having a mana value of 0, 1, 2, or 3 are destroyed simultaneously and moved to their owners' graveyards. Creatures with mana value 4 or higher remain on the battlefield.

Common Mistakes

A frequent error involves confusing mana value with power or toughness. Culling Sun does not care how much damage a creature can deal; it only cares about the mana cost. Additionally, remember that for creatures with {X} in their mana cost, X is considered 0 while on the battlefield. If you cast a creature for ten mana but its printed cost is {X}{G}, its mana value on the battlefield is 1, and Culling Sun will destroy it.

When to Play It

This card is best utilized when you are facing an 'aggro' deck or a 'weenie' strategy. Because it leaves creatures with mana value 4 or greater alive, you can build your deck to include high-cost threats that survive your own board wipe, allowing you to attack an empty board immediately after resolution.

Interaction examples

Comparing Board Wipes

If you have Culling Sun in hand, you are locked into destroying small creatures. However, if you cast Austere Command, you have more flexibility. You can choose the third mode to replicate the exact effect of Culling Sun, or you can choose the fourth mode to destroy creatures with mana value 4 or greater instead. If you choose both creature modes on Austere Command, every creature on the board is destroyed regardless of mana value.

Exile vs. Destruction

When you cast Culling Sun, creatures are destroyed, which triggers 'death' abilities. If the opponent has creatures that are 'Indestructible,' Culling Sun will fail to remove them. In contrast, casting Farewell and choosing the creature mode will exile all creatures. This bypasses 'Indestructible' and prevents 'death' triggers, though Farewell hits all creatures regardless of their mana value.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Culling Sun

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredh
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