Naturalize

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Naturalize

Instant

Destroy target artifact or enchantment.

Goldberserkerdragon on Golgari Anime Girl

1 month ago

ACapo18 Been looking for a groovy golgari aristocrats deck, seems good! I would swap Naturalize for Foundation Breaker or Haywire Mite. A lot of the land fetching ramp is slow as well, swapping in mana dorks or things like Dawntreader Elk and Diligent Farmhand will increase creature count. :) Cheers!

trey12321 on Lathliss, the Hungry Queen

4 months ago

Azoth2099 thanks for the suggestions!

I think I'm more inclined to include rocks than rituals, I am a green player at heart and always prefer continual rather than burst ramp! Thran Dynamo is definitely one I'll be looking at, but I've also considered Heraldic Banner and Throne of Eldraine as solid options. The biggest issue I'm having is generally what to cut for them, the same issue I have for most of these options. Any suggestions there?

Treasonous Ogre isn't one I'd seen before, I'm definitely interested in that. Birgi, God of Storytelling  Flip seems more relevant if I'm trying to cast more than 2 spells in a turn, which in most cases I'm not and even then, the payoff seems too small for what the deck does generally speaking, I.E. ramp into Lathliss, then overwhelm the field with every dragon dropped after. Even most of the artifacts and enchantments currently tend to have pretty immediate effect.

I do tend to prefer to have my lands hit the field, though, so Tectonic Reformation seems mostly situationally useful. I tend to need more land draws than action draws with my current high curve, as I'm usually only doing 1 or 2 spells a turn and they're 5-8 CMC. Gamble for sure I'll be looking into, but to be honest I don't regularly find myself looking for any specific cards in the deck, my Sarkhan's Triumph is usually just finding my Utvara Hellkite, so a "win-more" situation generally, but I could see using it particularly for something like Sol Ring early to ramp more consistently. For those same reasons I couldn't really see justifying Fervent Mastery or Reckless Handling. I like being able to plan, and the random discard would be bad enough with Gamble. And yeah, Imperial Recruiter is fantastic but not so much here.

Molten Echoes 100%, I totally spaced that one. Sneak Attack seems good as well but I'd been running in mostly casual circles so I hadn't seriously considered including it before. Mana Echoes=better Birgi? Absolutely interested in this one now, I'd forgotten it existed as well! I'll be honest though, the Underworld Breach+draw spells/wheels is definitely outside of my desired playstyle with the deck, I don't tend to need anything differently than what I have in hand other than making sure I have a good mix of mana/spells in practice. I am running the Blood Moon, mostly because I happened to open the fancy foil one! My playgroups don't tend to justify a Price of Glory and all of my cards tend to be about equal in value, so I don't mind a few getting countered here and there. It tends to be board wipes that are the most impactful to me, or repeated removal of Lathliss, Dragon Queen. Stranglehold does seem good though, I may pick one up.

As far as Universal Automaton, I avoid changelings where possible mostly due to personal preference. I play a lot of tribal decks and it always feels a bit like cheating haha. I use it in decks that want multiple tribes though, like Rin and Seri, Inseparable. I assume you suggest Wandering Archaic  Flip in monocolored to specifically cover what the chosen color can't do? I.E. a red deck and Naturalize? I could see it being good, but also giving my opponents the ability to choose doesn't tend to work out too well for me, they tend to focus fire me no matter the game because I play politics whether I'm ahead or behind.

Thanks again for the suggestions, and if you have ideas for what to take out please let me know!

legendofa on Eislinda and Vernalia

5 months ago

Overall, these are very well designed.

As is, these two can never directly interact with each other, thanks to their protections. Is that where you want these to be?

Would Vernalia's Grasp would be overpowered if it created twice the mana value's worth of tokens? Three different colored mana for a Naturalize variation needs a worthwhile payoff. If playlisting shows that this would be too much, then stick with what's here. Just floating my first reaction.

At the other end of the spectrum, Grunwald is probably too efficient in its destruction. Having an off-color, all but uncounterable Naturalize on demand that can also fill the board, at the additional cost of tapping a land, can threaten to take over a game by itself. Boseiju, Who Endures is a multi-format staple, and this is that, minus the land destruction, plus repeatability, plus token creation, plus a Jungle Shrine, with no offsetting land search. If you want to keep those abilities, I would push the cost up to / or even /. Vitu-Ghazi, the City-Tree and Castle Ardenvale are less format-defining, but they're useful reference points for land-based token creation, so the Saproling ability might need to be tweaked up, too.

FadingReality on Dragons, Dragons, Dragons

6 months ago

Deck is coming along nicely. Running out of suggestions lol. I don't think any of your creatures are bad at this point. The only thing I can say is you might consider cutting Dragonlord's Servant for a general piece of ramp or mana becuase discounting by 1 is the same thing as ramping by one, except your other non dragon cards also benefit. Other than that one card, all your creatures look great to me.

So let's talk about your removal. I understand that this isn't a control deck so you don't need to jam the deck full of it. I'm not even going to necessarily recommend adding even more, but I would suggest swapping 1-2 of them out for better options. I like every single piece of removal and interaction you are running except for Naturalize and Putrefy. Both of these cards are actually very solid and aren't bad choices at all. However, you are in 5 colors and therefore have access to the best removal there is. I will offer some suggestions below.

  • Tear Asunder: This card is already strictly better than naturalize. It exiles for the same mana cost and it can be made to target any nonland permanent. It's much more versatile. I'd swap this with naturalize and not putrefy. Also tear asunder is less than 1 dollar!!
  • Void Rend This is a little more color intensive than putrefy, but is still the same cmc overall. It is excellent against control matchups and hits all targets that putrefy can hit PLUS planeswalkers and enchantments.
  • Anguished Unmaking Exiles any nonland permanent. Also hits twice as many targets as putrefy, is the same cmc, and same color intensity. The only downside is loosing 3 life which is not a big deal in commander.
  • wallisface on Memento Mori (Remember that you have to die)

    8 months ago

    Some thoughts:

    • Green Sun's Zenith is not modern legal. Your legal options are Chord of Calling or Finale of Devastation.

    • Naturalize is a sideboard card at-best, as it’ll be useless in a large number of matchups.

    • Your mana curve is very high, and your land count is very low. I’d suggest going up to 23 lands, and reduce the count of cards that cost 4-or-more mana to 4 at-most.

    UltimateRoxas40 on The Harvesttide Festival [Human Primer]

    11 months ago

    scotchtapedsleeves Haha, sorry if I bugged you, but I'm glad I convinced you! From the times I've played this deck, it runs pretty well. Not competitive, but it ramps out easily and can get a lot onto the field quickly. Plus, not a lot of people I play with see Emiel the Blessed and hear the warning bells go off. Katilda, Dawnhart Prime performed well, but more importantly it was fun to play :).

    I originally built this deck as a lower power deck to have around just in case, but then I never really encountered a chance to play it, so I gave it a big tune up, but still didn't want it to be too powerful. Cards like Cathar Commando can basically be 3 mana for a Naturalize, which definitely isn't a fast or optimal method for removal, but creature based removal works well when you've got cards like Kyler, Sigardian Emissary or Cathars' Crusade that care about creatures/Humans ETBing. I could probably afford to cut a few creatures in favor of more noncreature removal, but until I've played with it for a while, I won't know what's worth keeping/cutting

    soul_knightmare on

    1 year ago

    Small upgrade but swap the Naturalize and Wear Away for Return to Nature, Nature's Claim, or Unravel the Aether.

    rekkim on Darkwood Elves

    1 year ago

    Replace Naturalize with one or another of Reclamation Sage, Viridian Zealot or Nullmage Shepherd? Slower, but they synergize.

    I'm personally of the opinion that the sage is the best option because it isn't going to remove itself from the field and does what it needs to do as long as it resolves, but you might end up with dead draw if it's the only thing you can play and there's nothing to remove. The zealot's generically good, if strictly worse than Caustic Caterpillar, but I'm wary of sacrifice in such a tribal deck.

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