Naturalize

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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
Eighth Edition (8ED) Common
Onslaught (ONS) Common

Combos Browse all

Naturalize

Instant

Destroy target artifact or enchantment.

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M15

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Naturalize Discussion

TaegukTheWise on Roon of the Bouncy Realm

1 day ago

I see you either bought the prebuilt or you went and got the commander's anthology, either way I like your pick of Roon. Now a bunch of these cards are either niche playable, or sadly don't have much relevance since they do nothing in the absolute worst case, but I'll get onto that topic a little later.

Now first begs the question: "Where am I going with Roon and what are my win conditions" You can't just drown your opponents is straight value and hope they give up because you drew so many cards. So you can go 3 ways:

Bant aggro/good stuff: This deck abuses the fact that Roon is a 4/4 beater with trample and vigilance that can save a creature or remove a blocker, the deck is more focused on the value it gains for using cards like Cathars' Crusade, Meadowboon, and Call for Unity to allow the smaller value creatures that can incidentally help get to the bigger threats do something (swing face): Solemn Simulacrum, Farhaven Elf, Mulldrifter and smaller bodied tokens to get bigger in case the value threats are gone or to close out games faster. It's finishers are go-wide aggro threats that play off cards like the crusade like Avenger of Zendikar, Walker of the Grove, Trostani's Summoner, Hornet Queen, Armada Wurm, and Craterhoof Behemoth to play off of all those tokens. Birthing Pod is a must for this style of deck as it allows you to get those value threats faster with no real setback. typically has some interaction like Counterspell or obligatory Cyclonic Rift, other than that its a value aggro deck.

Bant value control: This style really abuses the fact that Roon can blink stuff. Its focus is to lock its opponents out any way it can. Some styles of this variant vary, like hard lock, and soft lock. It has some of the same building blocks as aggro like using Mulldrifter and Solemn Simulacrum, but it focuses more on abusing Roon's ability with cards like Training Grounds and denying its opponents with value with Stonehorn Dignitary, Mystic Snake, Reflector Mage, Nevermaker, and Gilded Drake. Obviously it focuses less on attacking so its value threats use their abilities more to influence opponent's. It plays counterspells and good spot removal to assure victory, it can even hedge into becoming a stax build, (hard lock).

Hybrid: It has the best of both worlds with, it doesn't focus too much on either but has the ability to win on either front. this style sacrifices a consistent win condition to go and secure a spot to play value creatures and typically beats face for victory in multiplayer by stalling out scarier opponents and making allies with Roon's blink ability. In 1v1 it has the capability to dominate equally fast decks with its splashed control aspect. It uses the crusade as well, along with those huge value threats like the avenger of zendikar and birthing pod (for value), along with controlling value creatures like the stonehorn dignitary and gilded drake (secret tech, run Thought-Knot Seer). Some play more into one aspect over the other, and that's fine.

At the end of it all Roon is exceedingly versatile and can meet most standards you set it to, however Roon decks can be hosed by an artifact and its creature variants. Torpor Orb, if you don't have something to play around this like Naturalize, Krosan Grip, or Return to Dust there is really nothing your deck can do to stop it. The same goes for the creature variants, Hushwing Gryff/Tocatli Honor Guard, however since they are creatures they are inherently easier to remove, like with Swords to Plowshares, and Path to Exile. Some control variants play one or more of the value threats or Meadowboon to play around Orb when they don't have artifact/creature removal.

I tend to stay away from cards like Ghostway and Ghostly Flicker since they do nothing when you have no creatures on the battlefield, unlike their creature counterparts they can't block when you need a blocker. You have found a couple of blink creatures that fit the bill, and one that I didn't know existed! There is one to keep in mind though: Eldrazi Displacer its a fantastic card I recommend. Like mistmeadow witch and Roon it has repeatable blink, but it returns immediately, although tapped it can be used to invalidate blockers or to gain value. However you will need a bit more reliable colorless sources, which is why there are basics called Wastes, if you do run this I recommend running 3-4 wastes (4-6 if you have the seer).

Feel free to ask questions or peek at my list.

I hope this helps your brewing process, as well as others who seek to make a Roon deck!

mr_funk on Primal Hunger

2 days ago

since you're running BOPs, maybe Gavony Township as a 1-of (i know you dont want many non-colored mana sources, but it could be another mana dump if youre stuck with some jank hand). Here's the changes i'd make:

-4 Rancor (love it, but begs to get 2-for-1'd, when most of your creatures are bolt-able and have no evasion or protection, otherwise and it makes BOP into an actual real creature late game), -1 Forest, +1 CoCo, +1 Kird Ape, +1 Gavony Township, +1 Dryad Arbor, +1 Loam Lion.

For SB options, i like Stony Silence, Ancient Grudge, and Smash to Smithereens (in that order) better than Nature's Claim. hell, i even like Naturalize or Disenchant better, tbh. i dont think 2 mana is out of the question. since you are playing a zoo variation, you arent likely to slam a bunch of 5+ power creatures at the opponent at once, so the 4 life gain might actually matter. idk. personal preference, i suppose. it is nice to have some enchantment removal as well in case of bogles, but that kind of depends on the meta.

With CoCo in your deck, your sideboard could be open to more tech creatures, instead of some of the spells/enchantments. like Spellskite for bogles, Vithian Renegades, War Priest of Thune, Reclamation Sage, and Viridian Shaman for artifact/enchantment hate, Lantern Scout, Kor Firewalker, or Lone Missionary for burn hate. or generally a bunch of random hatebears and miscellaneous stuff to cover your bases like Harsh Mentor, Loxodon Smiter, Tunnel Ignus, Aegis of the Gods, Hushwing Gryff, Thalia, Guardian of Thraben, Thalia, Heretic Cathar, Burrenton Forge-Tender, Qasali Pridemage, Spirit of the Labyrinth, Gaddock Teeg... Basically whatever your meta has a ton of going on, theres a creature version to hate on it. I'm a big fan of Rest in Peace because it totally bones a handful of decks, but if you're firing off Collected Companys, with your SB hate lost in your deck somewhere, you stand a much better chance of pulling it out, than if it were an enchantment.

Just some suggestions. love zoo. like the idea youve got with the dino and god in there. seems cool. +1

KsP_FtW on Mana Ramp Confusion

1 week ago

I'd say instead of Naturalize and Fog, throw in Elvish Archdruid, that'll get some serious ramp really quick. Also, I don't think splashing white is necessary for Midnight Guard, I know it's for the combo, but I don't think it really fits in here. Instead I'd throw in like Garruk Wildspeaker or Heritage Druid.

TaegukTheWise on Roon Blink

1 week ago

I say take out that Flickerform and Rite of Replication out of the deck, Don't get me wrong, they are fantastic cards, but there is really nothing to gain spending 4 mana to blink a singular creature, or dumping 9 mana into something that doesn't win you the game, but only draws attention, I would say yes to that if this was a voltron build or a control shell. Roon is a creature based deck at the end of the day not either of those archetypes.

There are basic lands called Wastes, They are colorless lands that are supremely useful if you are running Eldrazi Displacer, especially since they're basics (you could also be a dick and play Thought-Knot Seer like me). If you ran either a couple more basics instead of those tap lands or put in the lands like these: Scattered Groves, Irrigated Farmland along with shock lands and/or the buddy land/tango land from BFZ, you can get rid of those top deck duds known as signets and run something more useful, like Swords to Plowshares or Path to Exile. You should also run Solemn Simulacrum instead of wood elves based on how many basics you are playing, you could turn this into a hyper ramp deck on the side that's immune to Blood Moon and Back to Basics You could also take out that caravan and put in the ever useful Commander's Sphere, at its worst it can get you a card.

If you are really worried about torpor orb (which we Roon player's ALL should) Then I recommend this removal: Naturalize, Disenchant, Krosan Grip, Return to Dust, Angelic Purge, and my personal favorite, Bant Charm. Why bant charm? It does everything. It can take care of a pesky artifact (torpor orb) it moves a creature to the bottom of their owner's library (torpor orb on a stick: Hushwing Gryff, and Tocatli Honor Guard), and can hit an instant that you don't want to see, it's just good. Get that birthing pod ASAP. Paired with your deceiver exarch, Derevi, and felidar you can pod again and again! I'd say take out that extra blink, its not that necessary. Those instant and sorcery spells that blink do nothing on an empty board state, where restoration angel can be a blocker. Throw in more counterspells, they do more in top deck mode anyway.

Value is good, but it really means nothing if you can't kill someone, let alone the rest of the table, armada wurm is good, but you could do better! Trostani's Summoner, Hornet Queen, and Avenger of Zendikar are fantastic threats by themselves, but what if I told you they had an exceedingly powerful interaction with Cathars' Crusade? I'll let that one sink in.

Some of the cards in the sideboard should be in the main deck, Thragtusk's leave the battlefield trigger gets around torpor orb, so you can still have a 5/3 and 3/3 team of beaters ready to kill the orb player (even if you can't gain that 5 life). There are even creatures that only benefit from leaving the battlefield, such as Nevermaker, or Meadowboon, and Reveillark recurs your whole deck as it stands when it leaves, and if you add the aforementioned summoner and hornet queen you can recur game enders, it can even go infinite with karmic guide and a sac outlet, like Ashnod's Altar, which I think you should be running anyway. Find a way to put in Prime Speaker Zegana, Duplicant, Mystic Snake, and Reclamation Sage into the deck, because they are way too good not to be played in your deck, let alone any Roon deck! You also won't need cards like Oblivion Ring if you have Thought-Knot Seer, reveals a hand and exiles a thing forever instead of having the risk of having it come back, and it's leave the battlefield trigger can make an ally! Day of Judgment hoses you just as much as the guy you are trying to punish, especially with how little recursion you are running. If you are scared of an out of hand board state get Duplicant or Fiend Hunter instead. I find Mirror Entity something I don't play, it doesn't give me value when it comes into play, and I need to pump mana into it to be good, I find myself using that mana to play more blink targets rather than the entity. You could also throw in another Planeswalker that actually benefits this decks overall game plan very well: Kiora, Master of the Depths, she untaps Roon, can get a creature or land we need, and if you ultimate her, gives us targeted removal when we blink our value creatures!

And for my final recommendation I point you towards the Minion Reflector, this baby does everything you could ever want. Doubles your ETB triggers (and LTB triggers depending) and gives you a disposable minion that can swing in with no repercussion! It can also go infinite with Reveillark, karmic guide, and Ashnod's altar to make an infinite army like Kiki-Jiki, Mirror Breaker. If you want more suggestions just ask, or check out my Roon list for reference!

TaegukTheWise on Making an Entrance

1 week ago

Cancel is pretty bad, I get it, its cheap, but I would suggest either the original Counterspell orDissolve since they do more for the mana put into them. Wall of Blossoms or Wall of Omens is a way better pick over Carven Caryatid for obvious reasons. I will always recommend Restoration Angel and Felidar Guardian over instants and sorceries that don't stick around like Momentary Blink. The other upside to Restoration Angel is that she can be a surprise blocker that's out of bolt range and flies, which is always a plus. If you are running into trouble with Torpor Orb and Hushwing Gryff and Tocatli Honor Guard, run Swords to Plowshares /Path to Exile and for the orb: Naturalize/Krosan Grip. In place of those charms I would run Bant Charm, its the best charm you should be playing since it takes care of an artifact (or torpor orb), an instant, or a creature (with torpor orb's effect on it) and Angelic Purge, they're so good! Get rid of the Tamiyo, she doesn't fit the theme of the deck, nor is she directly progressing your game plan, I would recommend Kiora, Master of the Depths, she untaps Roon (and a land), can dig for a creature or land, and if you get her there you can gain spot removal, that and she isn't as mana intensive. I also believe that you need either lower CMC creatures or get a Birthing Pod (pod also combos with Felidar Guardian). Aerie Mystics does nothing, don't get me wrong, they look cool, but they don't do anything when they enter play, and they might protect your stuff, but that's assuming that you have the mana open to do so especially if you want to play those big CMC creatures I mentioned. The sword needs to go, I'm sorry, the sword just sucks hard-boiled eggs. I used to have a control magic in my deck, Its not what this type of deck is looking for, the same goes for the djinn its way too slow. Gilded Drake is obviously better, but its really expensive, but effective. I'm surprised you don't have a Duplicant in here. Minion Reflector and Ashnod's Altar are niche picks from me, I'll let you figure out how they go infinite! If you want an AEtherling then get one, not a goofy enchantment. You would probably need to add wastes to your deck, but Eldrazi Displacer can help you not rely on casting Roon as much and start focusing on the value you need to generate. Get a Mulldrifter, its too good not to have. If you still have Derevi, Empyrial Tactician add her back in. Commander's Sphere is better than the keyrune, hands down. And for the final bit I'll add (if you want more advice just ask or see my Roon deck) is a ramp set, Solemn Simulacrum, Explosive Vegetation, Blighted Woodland, and Armillary Sphere.

Tardigrade_Cain on The 4/4 Horsemen

2 weeks ago

n0bunga I would suggest something more along the lines of a Hornet Queen or perhaps Siege Rhino, one more thing I would suggest is a playset of Disenchant, and/or Naturalize for Rest in Peace and Grafdigger's Cage which are common sideboard options, otherwise you should be good.

landofMordor on THAT Player

2 weeks ago

LOL this thread made me laugh -- MagicalHacker is on point, as is Argy.

I have a couple I've been ruminating on for awhile now:

The Tammy's Timmy: Has no mythics in his/her binder because they're all crammed into their The Ur-Dragon deck along with every legendary Dragon. This includes Aetherworks Marvel, Sphinx of the Steel Wind, and Eldrazi...but don't worry, they run Arcane Adaptation too. When they lose, they complain that Naturalize shouldn't beat Mindslaver because it's a common. Tends to think that "card advantage" is a function of power and toughness, not hand size.

The Johnny's Jenny: Disparages any deck with a budget over $50. Announces upon losing that "if I didn't have my priorities straight, I'd buy Serum Visions too and then I'd crush you through superior deck-building". However, when they do pull off a Near-Death Experience, they'll remind you about it for the rest of the year. Tends to equate deck budget to moral superiority.

The Spike's Spike: Seems to have forgotten that Magic cards are sold in "game" stores. Will ask you to step away from the table if you try to advise your partner during his/her first draft, then proceed to bait/obfuscate your partner into attacking into an Escaped Null that they didn't know about. (True story.) Is willing to play against noobs and little kids in order to win.

I think we all tend to have a little too much of those psychographics at some times. And of course, in balance, none of those types are negative. I tend to be a Johnny's Johnny at my worst moments. At my best, though, I am:

The Casual's Casual: Only wants to play a tight, fun game. Is completely unwilling to win just because their opponent is manascrewed -- instead, will tell them to "go get a Plains" instead of draw a card. Is also known to correct one's opponent if they miss a trigger or target Karador, Ghost Chieftain with Doom Blade, with the firm belief that nobody should lose due to misplays. Plays Boros commanders and group-hug to help everyone have a good time. Plays draw-go control only to protect everyone else from the Spike's Spike. When they notice that you can sacrifice Serra Avatar to Ayli, Eternal Pilgrim during combat and activate Cradle of Vitality to put 40 +1/+1 counters on an attacking 0/1 Goat token for the win, they will alert you.

JaeHoshii on It's OK. They're just elves.

2 weeks ago

I might think about a Naturalize to help against the random artifact such as Sword of Body and Mind for example. Other than that looks like a terrifying commander deck.

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