Naturalize

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Common
Duel Decks: Elves vs. Inventors (DDU) Common
Rivals of Ixalan (RIX) None
Dragons of Tarkir (DTK) Common
Khans of Tarkir (KTK) Common
Magic 2015 (M15) Common
Magic 2014 (M14) Common
Gatecrash (GTC) Common
Magic 2013 (M13) Common
Innistrad (ISD) Common
2012 Core Set (M12) Common
2011 Core Set (M11) Common
Duels of the Planeswalkers (DPA) Common
Rise of the Eldrazi (ROE) Common
2010 Core Set (M10) Common
Shards of Alara (ALA) Common
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Eighth Edition (8ED) Common
Onslaught (ONS) Common

Combos Browse all

Naturalize

Instant

Destroy target artifact or enchantment.

Set Price Alerts


M19

DDU

RIX

Show All Prices

Naturalize Discussion

dingusdingo on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

4 days ago

Thoughts

Cut Krosan Grip Zendikar's Roil Maelstrom Wanderer Sunbird's Invocation Blasphemous Act for sure.

Add in Nature's Claim Rhystic Study Mystic Remora Worldly Tutor Natural Order

Everything else that is 4+ CMC you should highly consider cutting too. Your average CMC is extremely high at 4.16. Even with land tutor density and high land count, you're going to spend turns 1-4 doing absolutely nothing to advance your game plan. You should consider that not all elementals have the same usefulness for generating a win, so you need to up tutor density and draw effects to smooth out your games. You should also really consider a counterspell package since you have blue.

Myriad Landscape is a nice idea but slow. Cut. I don't like any of your ETB tapped lands, they cost you turns and don't generate enough advantage for it to be worthwhile. I'm not wild about the ravnica bouncelands either, but they can combo with the commander for card advantage, so I think they're worthwhile enough.

I'm not a fan of Bane of Progress or Avatar of Growth . You should run cheaper, guaranteed effects that do those things in those slots. Bane resets its own counters if you blink it, and Avatar helps your opponents as well, neither of them is a fantastic beater.

Greenwarden of Murasa has a nice effect, but you should slot Eternal Witness instead. 3 CMC cheaper so its easier to combo with repeatedly. Greenwarden is tribal and can beat, but anytime you blink it, it can't attack, and its 6 CMC for a recursion effect.

Tyrant of Discord is another similarly flashy card at too high a price. 7 CMC for an unreliable wipe is just not worthwhile. You need your boardwipes to be castable when you're in a crisis situation, not a cherry on top of strong board advantage for a win. Cut.

You run a very high density of creature copys. Spark Double is great because you can copy the commander and get extra draws and counters. Not a fan of Clever Impersonator or Progenitor Mimic . I would much rather see extra creature tutors in those slots to create a strong board state, these copies currently feel like "win more" creatures.

You should consider some more 2 CMC spell ramp to help curve into a turn 3 commander. Nature's Lore and Three Visits are both great includes, there's also Rampant Growth for budget.

Not a fan of Blasphemous Act either. Run Pyroclasm or similar instead. Easier to cast as spot removal, and 2 damage is enough to take out the majority of threats or creature based ramp/draw that land on turns 1-4. It also doesn't wipe your own board when its cast later. Similarly, Decimate is slow to cast (4CMC sorcery) and can potentially backfire (you MUST choose a target for each, so you may have to choose one of your own). Replace with Naturalize or something similar.

There are certainly some other cards I'd like to see in this build too. Exploration Ghostly Flicker Displace Waterlogged Grove Fiery Islet Lotus Cobra and some counterspells. Also consider adding in some 1 drop mana producers even if they are outside tribal, Llanowar Elves Elvish Mystic Fyndhorn Elves Birds of Paradise Wild Growth Utopia Sprawl

Jack-Frost on The Spawn

1 week ago

My recommendations:

New Commander: Ramos, Dragon Engine or Morophon, the Boundless

Either of these would fit the theme of your deck better and would assist you in casting and running the deck.

Cut:
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.

Add:
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )

Recommended Land Additions/Swaps:
Cavern of Souls
Reflecting Pool
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Arid Mesa
Bloodstained Mire
Flooded Strand
Marsh Flats
Misty Rainforest
Scalding Tarn
Verdant Catacombs
Windswept Heath
Wooded Foothills
Blood Crypt
Breeding Pool
Hallowed Fountain
Overgrown Tomb
Polluted Delta
Steam Vents
Stomping Ground
Watery Grave

Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.

Maybe Cut:
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.

Why?:
Relic of Progenitus - Not worth it. Run Rest in Peace or other such cards instead.

A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.

Chhris on Vorosh, the Hunter[Infect--CMDR Damage]Budget

2 weeks ago

I understand you put this list together with cards you already had, and for that effort, it's pretty good so far!! Is this for your friend to play?

There are couple of cards that can be upgraded to better effects, like Murder , Naturalize , and Negate all have better, more powerful options out there available to you. I would focus on improving cards like these with budget alternatives, that still do the job but strictly better. e.g.: Bontu's Last Reckoning , Creeping Corrosion and Disallow respectively, but not necessarily those exact cards.

I actually like Become Immense and Bounty of Might in this deck! but Giant Growth feels weak. Also the tricky thing will be protecting Vorosh from hate, so any other protection spells will be good too. So far I like it!!

mythologyman22 on Abzan Delirium

2 weeks ago

Quick suggestion, and it probably won't matter in the end, but maybe swap out the one Disenchant and the one Naturalize for two Nature's Chant ? It's literally both of them combined.

Cipher001 on A Lullmage's Dream

3 weeks ago

Flooremoji It's definitely something to consider. While it can be hit with a Naturalize , instant-speed removal is always nice.

Demarge I'll take out the teferis and replace Hunted Lammasu with Forbidden Orchard for now. I need to playtest matchups to see whether I want one bigger threat to be spawned on my opponent's board or multiple small ones while aiding in my mana-fixing. Snapcaster is too good to ignore, added. I don't want to use Path to Exile , since I want the main focus to be about tapping, and I want to be able to milk my opponent's creatures for cards via Verity Circle .

Thanks for your help!

Flooremoji on A Lullmage's Dream

3 weeks ago

Do you like Swift Reckoning better than Seal Away , or is the fact that it gets hit by Naturalize not worth it? I have heard varying opinions.

kamarupa on Trouble with the Trees

4 weeks ago

Since Collective Voyage isn't Modern legal, I'm suggesting Harvest Season . Sylvan Awakening also comes to mind.

Return to Nature is better than Naturalize . Beast Within is so versatile, it's almost a must in the sideboard.

A little confused why so many sideboard spells deal with flyers but Plummet is nowhere to be seen.

DemonDragonJ on Modern Horizons Announced

1 month ago

This game now has a zombie ninja! That is so awesome! I would now like to see a vampire samurai, if that is not too drastic of a request.

Who are Wrenn and Six, and who do they resemble Sorin turned into an eldrazi?

I see that Umezawa’s charm is, indeed, part of a cycle, so I shall be eager to see every card in it.

I dislike how hexdrinker makes Progenitus less unique in the same way that Vraska made Phage less unique.

I believe that Pillage is too powerful for modern, becuase WotC has said that they do not wish to continue printing land destruction that is that mana-efficient, but I cannot control WotC’s decisions on that matter.

Nature’s chant is better than both Disenchant and Naturalize , and I like it very much.

mymanpotsandpans, green is not supposed to be able to destroy creatures unconditionally, and Mark Rosewater himself acknowledged that, here.

saj0219, I practically had an orgasm when I saw that sword, and I am certain that Atraxa did, as well; as long as that card is not too expensive, I am definitely putting it in my Atraxa EDH deck. I also very much like how the artwork of that sword maintains the unique status of Sword of Light and Shadow being the only sword in the cycle whose blade is pointing downward in the artwork, which makes it look much more ominous and deadly.

Load more

Naturalize occurrence in decks from the last year

Standard:

All decks: 0.01%

Modern:

All decks: 0.01%

Commander / EDH:

All decks: 0.03%

Green: 0.28%

Golgari: 0.12%