Naturalize

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Dragons of Tarkir Common
Khans of Tarkir Common
Magic 2015 Common
Magic 2014 Common
Gatecrash Common
Magic 2013 Common
Innistrad Common
2012 Core Set Common
2011 Core Set Common
Duels of the Planeswalkers Common
Rise of the Eldrazi Common
2010 Core Set Common
Shards of Alara Common
Tenth Edition Common
Ninth Edition Common
Eighth Edition Common
Onslaught Common

Combos Browse all

Naturalize

Instant

Destroy target artifact or enchantment.

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Naturalize Discussion

zephramtripp on Card creation challenge

16 hours ago

Orzhov Decree

Sorcery

Exile X target nonland permanents.


Simple is a simple does. Make a Naturalize variant with a block mechanic that doesn't exist.

kamarupa on We Can All Be Heros

6 days ago

First off, wow. Under $7! That is BUDGGG-EEEET. Bravo!

I never got into "tribal" Heroic because it seemed like there'd never be enough room in a deck for creature targeting spells and lots Heroic creatures. That said, if you really want this deck to be better, I can offer a few tips that can make it more powerful.

For starters, I think you can do better in the land department. I suggest biting the bullet and going with 4xSunpetal Grove. Good lands work in so many decks, they'll be worth it. If you really don't want to spend the money on better lands, I suggest dropping white and going mono-green. It will make it faster and you'll avoid the frustration of not having the right land at the right time.

Another thing that will get you more wins is better disruption, usually in the form of removal. 2xPacifism and Plummet is just not enough. While white has some passable options budget options, green has very few. White: Celestial Flare, Reciprocate, Journey to Nowhere, Oblivion Ring - there are more, these are just off the top of my head. Green: Beast Within.

You should be running a sideboard, and in that sideboard, there should be spells that will come in handy often and can be swapped in for other removal spells that don't line up with specific matches. Specifically, you should have some sort of artifact and enchantment removal in your sideboard: Revoke Existence, Sundering Growth, Erase, Back to Nature, Natural State, Naturalize. On top of that, having some sort of planeswalker removal is a good idea as well: Pithing Needle does the job very well, but Beast Within and Oblivion Ring will work as well.

I would probably cut just about all the enchantments and instants you currently have. Ethereal Armor is really good, but you don't have a lot of enchantments to really power it up. So if you put more enchantments in, keep it, otherwise, drop it. (keep in mind Journey to Nowhere and Oblivion Ring are decent removal options that count toward the Armor!!) Blessing on the hand, is just down right awful.

Your creature base has too many high CMC spells, and would benefit from stronger synergy. Right now, I suppose it doesn't matter that it's unfocused because you're not missing the synergy from particular combos. Ideally though, your creatures should be picked so as to have the maximum synergy and thus, you'd want a full set of almost every creature. Additionally, you especially don't want spells that have CMCs like WW or GG without a very solid mana base. IE, Phalanx Leader's casting cost looks like a problem to me. The Leader looks like a great card, but probably in a mono-white deck.

I think I'd go ahead and run a full set of Elvish Mystic. This is partly because I think it's essential to use T1 and partly because I don't think you're going to take my advice and limit your spells CMC 4+ to four or less total, so I think you need the mana ramp very badly. Deadly Recluse isn't terrible, but I do wonder if we can do better for 2 CMC. Having reach in a green deck is good, but I'm betting that the deathtouch is the ability that gets more use. Perhaps Narnam Renegade would be just as good?

Kalonian Tusker may well be the worst creature in the deck. The only thing I like about this spell is that you're likely to be able to cast it despite it GG casting cost.

If you end up with a lot of creatures with ++counters on them, I'd say Inspiring Call is better draw card than Warriors' Lesson. (and you get temporary indestructible out of it!)

If you're going to run more enchantments and run with ++counters, Hardened Scales is going to be good here, though I find trying to drop it early can be too slow.

I realize my comments are kind of all over the place and very long. I hope at least something I've written proves to be helpful to you in some way. Good luck!

Hydrax on Naya Dragonlords (5-0 FNM)

1 week ago

DeckDestroyer, I have indeed played against those decks, not in this particular FNM but in earlier events.

Affinity wasn't too much of a problem, I just sided in Radiant Flames which takes care of a lot of early creatures like Signal Pest, Steel Overseer, Memnite etc. Naturalize helped as well, and combined with Lightning Bolt and Path to Exile in the main board, I had plenty of removal to stop any scary creature(s). Dragon Broodmother tokens provided all the defense I needed.

Tron can get a little problematic, but with all the ramp this deck has, I'd say it runs at roughly the same speed as most Tron decks. There's no inherent advantage one has over the other. Just ramp hard, play your creatures and beat them down before they start playing Karns or Ulamogs.

In the future I'd like to have an answer for Tron decks in the sideboard, I was considering Blood Moon to mess with their lands or Crumble to Dust on one of their Tron lands to ruin their combo.

LeaPlath on Delirium Trigger

1 week ago

So here is the question. Is the pay off for rushing the Delirium worth it, as opposed to just playing naturally with fetchlands, discard, removal, and similar?

Anticipate should be Brainstorm. For 1 mana less you get a better effect. Naturalize shouldn't be run main deck, you want flexible answers like Abrupt Decay.

The 1 of Griselbrand is also bad. It is 8 mana in a 21 land deck. Which means you aren't getting it on turn 8. And games are decided long before that, with Griselbrand normally able to come down turn 1-3 in reanimator, Show and Tell or Sneak Attack decks.

Izu_Korasu on draguns innit

1 week ago

Mirrorwing Dragon deters an opponent from targeting it, increasing the removal aimed at your other creatures. (and sees non-existant standard play)

Thunderbreak Regent adds its target=bolt ability to every dragon you control, luring your opponents to target it rather then your bigger more costly dragons .. and the damage stacks up fast (especially in a deck that wants to attack) (and saw heavy standard play, and id suggest atleast 2)

decks (reguardless of budget) tend to be greatly improved by multiple copies of the same card (even legendarys) for consistency.

Hellkite Charger is best when you can combo it with cards like Savage Ventmaw or Nature's Will to attack more then once, and just like with Flameblast Dragon (probably the first dragon i played) its ability comes at the cost of playing more dragons.

Destructor Dragon is interesting, but also for its cost almost any dragon is better, it dying will usually just be Naturalize and otherwise is a basic dragon.... Steel Hellkite is a bit more useful as it can hit multiple things (including creatures) multiple times but requires mana investment.

Sepulchral Primordial is still an odd choice as it only grabs an opponents creature, and without much removal and mainly creatures with evasion, its rarely going to hit anything of value ... maybe play Bladewing the Risen so you can revive your dragons instead.

also with the normal (non-dragonlord) versions of slimugar, kolighan etc their ability stacks for each dragon that attacks so Kolaghan, the Storm's Fury has the potential to haste in an double or triple the power of all your creatures.

Balinor5 on Urza Boom

1 week ago

I updated it with the Bonfire of the Damned, then added 4 Smash to Smithereens to the sideboard.

Red can't deal with Enchantments at all, so we may want to sideboard some green and Naturalize or something equivalent.

Basically, I think this can turn into a legit Modern Tourney deck.

Also, the Howling Mine is fun, but don't play it against Blue, which many decks run blue.

ElementalEd on Karador, Ghost Chieftain

1 week ago

Cards to Consider

Now those are just generic suggestions. However. I think the deck is lacking a bit in card draw. Now technically mill in a graveyard deck is equivalent to draw, but yours a bit to commander dependent for me to count it.

My estimates:

Current numbers:

  • 21 removal. Really good in my book, but honestly you can cut down a little bit. I suggest cutting things like Utter End for Ashen Rider. The removal of two permanents vs one is worth the mana difference. I would also cut some of your low end. Felidar Cub is cool, but alot of other creatures overlap.

  • 7 card draw. And that is including the mill spells. If i don't you have literally 0! I would throw in a Elemental Bond, Smothering Abomination, Grim Haruspex, and Disciple of Bolas. I would actually use more, but that would be a healthy start.

  • 8ish ramp. I am okay with this, cause you have tutor support to back up the low numbers.

So final thoughts.

I would cut the following:

for the 4 draw spells i list above. I would still consider my original list. But it will take play test to determine what to cut, and what you need.

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