Naturalize

Legality

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

Kawstik on Let's Not Be Hasty

41 minutes ago

With your mana needs I think 21 is too few. I would add some ramp too and move Naturalize to the sideboard.

euananddalesaccount on /\/\/\/\/\MAXIMUMTOKENS\/\/\/\/\/\/\/\/\/\/\/\/\/

4 days ago

Why not Fragmentize instead of natural state?

I always make sure I have a way against artifacts, so it's a go-to having Natural State, and in white, Fragmentize. There's also Naturalize and Appetite for the Unnatural, even though I think Naturalize has rotated, but still... they're all based off that, I assume...

professortim3 on Dark Necessities

3 weeks ago

Looks sweet as hell, no pun intended. I have played very little commander, but everyone tells me that it's a slower format where you just need to survive to start dropping your haymakers. This deck looks like it's chock full of haymakers, so you've got that box checked. Seriously, if you ever hit me with Rakdos, Lord of Riots and then play Wurmcoil Engine for free I will cry tears of jealous rage.

Let's talk mana. You've got 29 non-basics, 7 basics (I assume, as your list is 93 cards right now), and 5 artifact mana sources. That brings you to 41 mana sources, which is probably about right. It might not hurt to bump up to a few more since you are trying to cast stuff like Dread Cacodemon, and 10 mana is a lot. Also worth noting: You do have a general that reduces the cost of your dudes, but I don't think it's a good idea to rely on him heavily for that, as there are about a million things that kill him.

One thing I would take a look at is what non-basics you have. There are a lot of and and even costs in your cards, and you have a couple lands that only tap for colorless. The Urza-tron lands are sweet, but unless you have all three out they are just Wastes, and are really not going to help you cast your commander. Don't get me wrong, the Urza lands are straight up broken if you can get all 3 out, but with only 1 of each and no way to search them out apart from the tutors, I feel like they're just a liability here, and don't really synergize with your commander. I also don't think you need Reliquary Tower. Maybe I'm missing some crazy combo, but I think you'll rarely ever have more than 7 cards in hand unless you're mana screwed.

Cabal Coffers is also nuts, but you only have a handful of swamps, and you need to have 3 out before it does anything other than cost you mana. If you're really into Cabal Coffers (and honestly, why wouldn't you be) I would recommend cutting some of the other lands for more swamps and a Urborg, Tomb of Yawgmoth. Urborg makes itself and the Coffers into swamps as well, so if you get the two out I imagine silly things will happen. Here are the lands I would cut for more basics:

Great Furnace: synergizes with Unlicensed Disintegration, but also means someone can Naturalize one of your lands.Reflecting Pool: A dual land in your deck, doesn't seem like you need more of those, but I could be wrong.Reliquary TowerTransguild Promenade: I don't think you need many rainbow lands, you're just a two color deckUrza's Mine, Urza's Power Plant, Urza's TowerVesuva: You have a lot of comes in to play tapped lands already, and this doesn't do enough to make me think it's better than just another swamp/mountain.

I like the removal. I think adding some more burn might synergize a bit better with your commander than something like Clear a Path, which may never have a target. Searing Blood is perfect for this deck, and I would go all in on effects like that. Look at cards like Lash Out and Searing Blaze. Blazing Salvo also seems kind of fun. It's either a Lightning Bolt or a Cabal Ritual for one of your dudes.

Looks awesome man, can't wait to play against it!

kamarupa on You're big? I'm bigger!

3 weeks ago

I'd go with Faith's Shield, Gods Willing, or Apostle's Blessing over Center Soul. Hardened Scales could be pretty good here. I think I'd add Sundering Growth, Revoke Existence, Naturalize, or Back to Nature to the sideboard. I'd also add Sanctimony and Pithing Needle to the sideboard. One of my favorite ++counter spells is Hunger of the Howlpack, but I don't know that it would be particularly good here. If big is what you're going for, Sunbond could be pretty sick with Abzan Battle Priest. Inspiring Call is good if you get a solid ++counter creature base going.

vibrabones on First EDH, Help Wanted

3 weeks ago

Since Rhys is your commander, it's a good idea to focus your deck more around tokens than a handful of good creatures in your colors. Fortunately, Selesnya colors (G/W) have a lot to offer in the way of tokens and token boosting! Beastmaster Ascension and Collective Blessing, for example, are great boosters for all of your small creatures. Trostani, Selesnya's Voice will get you a ton of life gain when you're effectively token generating. Intangible Virtue and Hour of Reckoning are built for tokens as well. Hornet Queen will create flying deathtouch tokens for you to populate, which is ridiculous with Rhys' second ability. Some of my other favorite token generators include Trostani's Summoner, Raise the Alarm, Increasing Devotion, and Nomads' Assembly. Sundering Growth is essentially a better Naturalize for this deck, though it wouldn't be bad to run both. Plummet is better than Take Down. If you do take the token route, Seraph of the Masses is a great evasive force.

If you want to take anything out of the deck, I would definitely do some of your cards that only benefit one creature. (Equipments, enchantments, etc.) A good rule of thumb in Commander is to go wide, not tall, meaning that you want cards that will help all of your guys, not just a few.

If you need more ideas, EDHREC is a great online resource for Commander deck building. Good luck with your deck!

APPLE01DOJ on Abrupt Decay or Dismember?

3 weeks ago

A link to your deck would help. Just reading the comments it sounds like you're highly susceptible to Blood Moon so I would favor Abrupt Decay just for that.

There's also those few little words "can't be countered". Small but HUGE detail.

Now speaking from experience, I've ran Abrupt Decay as a playset in my 75 basically since it's inception. There is a reason decks run it 3-4 MB along side Dismember as a 1 of. Gurmag Angler is probably the most common of only a handful situations were I'd actually want Dismember over Abrupt Decay.

Lastly you want your SB cards to cover as many things as possible. I've had to switch running Naturalize to running Maelstrom Pulse because I couldn't afford to pack removal that didn't hit creatures.

Edit: Found link. If it were my deck I would consider upgrading my mana base.

Naksu on Treefolkdancing my way to competitive scene!

1 month ago

@Pheardemons: Whoah, what a wall of text. Had to read it twice to fully grasp what you're going after and to make it short, I'll first mention the cards that already has seen play and just didn't cut it, or are just (In my opinion) worse, I'll list first.

So Creeping Corrosion is on something I'd not consider for it's limited use. Back to Nature already considered, but for removal I'd prefer your mentioned Nature's Claim or any I already have. Path to Exile is simply worse than Crib Swap in this particular deck (See description), even though in generally speaking you're right, I sport a playset in my every white deck. Go for the Throat is bad here. Tower Defense has been in playtesting for about half a year, and hasn't really brought anything to the game, but I agree that with Birds of Paradise it would be magnificent, but here I really prefer Wall of Roots since you can also use its mana on the same turn too, since it doesnt tap for it. (bird has sickness so youd get the extra on turn two anyway). Plus you'd have to use hard removal to take it out (Bolt wont cut it). Right now its not just about money, but I also prefer Relic of Progenitus over Leyline of the Void. Nameless Inversion was in the early deck and just nearly worth Crib Swap, so I sacked it. Blood Moon can even be taken out by a Natural State, so it won't pose a problem. I've face two and won both. Kalonian Twingrove was also in the original deck and boy is it magnificent on its own, I just had to cut it over bigger impacters.

Now for the excellent. Nature's Claim is just a brillian card, I'll definately replace the Naturalize and one Natural State. Hero's Downfall WHY HAVEN'T I HEARD OF THIS!

Too bad the rejected list is so much longer, but this is rather old deck end I've tried a lot of things. It's still refining and these few suggestions were just brilliant! Thanks so much for your time and effort over someone elses deck! :)

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