Natural State


Format Legality
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Block Constructed Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Common

Combos Browse all

Natural State


Destroy target artifact or enchantment with converted mana cost 3 or less.

Natural State Discussion

GhostChieftain on Karador Combo Chieftain

2 weeks ago

Hey! Thought I would check out your deck since you looked at mine. One thing I noticed that seems like a big issue with your deck is that it has 0 instant speed interaction. Even of you only add in 4 pieces of instant interaction, any player you play with regularly will start to assume you might be holding something to stop them from winning. My suggestions would be Swords to Plowshares , Path to Exile , Nature's Claim , and Natural State . With these you can get rid of most permanent types and either stop your opponent from going off or use only 1 extra mana to get rid of something that is stopping you from going off. I would also suggest a few more creature based artifact/enchant removal because you can recur them and gy hate shuts down a hulkweaver plan real quick if they have no removal. I like Qasali Pridemage and Caustic Caterpillar for cheap things on board and Manglehorn as a hybrid removal/artifact hate piece.

GhostChieftain on Volrath Infect

1 month ago

Okay, I will start with cards that are good either way.

Right now you have a grand total of 2 turn 1 plays. Of you want to be competitive you will want to be able to play something almost every turn. My suggestion would be to get mana dorks like Llanowar Elves Birds of Paradise and Deathrite Shaman or 0 cmc mana rocks like Chrome Mox and Mana Crypt . Along with those I suggest Carpet of Flowers because it is easily the best 1 mana green play imo. The best 1 mana blue is Mystic Remora , and you could probably use more draw anyway.

You could use more removal and luckily you have golgari, because their removal is gnarly. Natural State and Nature's Claim are amazing artifact/enchant removal and Assassin's Trophy Abrupt Decay are the best permanent removal.

You will want ways to protect your gameplan. One way being counterspells, Swan Song Flusterstorm Delay Counterspell , and the other way is protection for your creatures Veil of Summer and Autumn's Veil

Some more draw would be great. I like Necropotence and Sylvan Library for this.

Lastly, you will probably want some different pump spells than what you have. I recommend Hatred and Berserk . Both can make your creatures much bigger and berserk can actually also be used as removal.

If you want this to be a swarm of infecty bois, you wont be able to have most of these cards so pick and choose what you think are the best out of each group. If you are going more volrath centric infect, cut all but 3 or 4 of the best infect creatures and make sure you add more tutors. This concept will be fairly hard to make very competitive, but I feel as though the sughestions that I have made will push it closer to competitive. Hope my wall of text helps.

GhostChieftain on Estrid’s Enchantment Emporium!

1 month ago

Carpet of Flowers usually ends up being a better sol ring.

I realise your deck wants to ramp mostly off auras, but mana dorks are really nice to have as well. Especially Arbor Elf because you can untap your enchanted lands. Llanowar Elves and Elvish Mystic are great, but Birds of Paradise and Bloom Tender should be better for you.

You are in the absolute best colors for instants imo and have none. Swords to Plowshares and Path to Exile for creatures. Nature's Claim and Natural State for artifacts and enchants. Worldly Tutor , Idyllic Tutor , Enlightened Tutor , Mystical Tutor , Whir of Invention and Muddle the Mixture for tutors. And lastly add in basically any cheap Counterspell because even one in your deck and everyone will be more on edge thinking you have counter magic ready.

I also think you could reasonably cut a couple lands if you add those mana dorks since you should have a good amount of draw with your enchantresses.

Speaking of draw, Mystic Remora is gnarly vs competitive decks.

I hope I actually helped rather than just ramble about cards common in my meta. Honestly some of these get stronger vs more competitive and are weaker vs more casual, so take note of how some of these cards work in your meta before adding (especially mystic remora)

JohnnyCRO on SpellSlinger made

1 month ago

Ok, here we go;

  • Explosive Vegetation & Skyshroud Claim - at 4cmc they occupy very awkward spot for ramp, both regarding the fact that at 4 mana you can do better things and the fact taht they don't really help you speed into faster Riku cast. Hence these should be cut IMHO

  • Rude Awakening - for your purposes, there is almost a strictly better card than this. At 5cmc and at sorcery speed, this is very risky and limited. Turnabout costs 1 mana less (though it's , which is a very different cost), works at instant speed and can be used occasionally to disrupt others' wins.

  • Tempt with Discovery - you don't have any key lands you want to tutor for. This is just a "fun" and vastly overpriced piece of ramp for you. You can and should play better ramp than this.

  • Bag of Holding - I assume this is here because of the flavor. But it's a terrible card in here. You'd be surprised how much of your "need" for proxying would be alleviated if you wouldn't play bad cards.

  • Sphinx-Bone Wand & Aria of Flame - cute, but both require resources and usually more than a bit of time to...well...not do much.

  • Mind's Dilation - cute, but haos rarely works in your favor. And at 7cmc it's hella expensive for such randomness

  • Arcane Melee - there is a card you might like more. THis costs 5 mana and gives the discount to your opponents, which isn't really good. Jace's Sanctum gives you a smaller discount, but costs less to cast and gives all your spells additional value.

  • Rewind - counterspells need to be cheap and efficient. At 4 cmc, this one is pushing it. Swap it for Unwind , which is slightly better.

  • Chaos Warp - this is good in color combinations that lack some kinds of removal. With both green and red at your disposition, you can certainly deal with a wide array of threats, and paying 3 mana to remove something seems like too much.

  • Archmage's Charm modal spells are cool. But in a 3c deck is a red flag. You can't really expect to cast this reliably. In 1 or 2c, it would be ok, but in here it seems like a nonbo.

  • AEtherize - this seems irritating at best, and at 4 mana surely you should be casting better removal than this.

That's 10 slots to work with.

First off, ramp. Your land count seems fine regarding your commander's cmc and ramp requirements. But your ramp package is horrible. If you want to do stuff and do it soon, you need to play better ramp than you currently are. Better ramp should also enable you to keep more 2-land hands and make your mid-game stronger, which seems to be a problem as it is now.

Fellwar Stone , Talisman of Impulse , Mind Stone , Rampant Growth , Simic Signet , Izzet Signet and Gruul Signet should suffice.

Also, this would make Isochron Scepter and Dramatic Reversal stronger options. Scepter would already be very cool in the deck. And with this many artifacts around, Dramatic reversal would become a decent ritual. And those two together with new and improved ramp package are a neat combo you can use to finish games.

This would leave you with one flex slot. My suggestion would be either Swan Song or Nature's Claim , depending on which you fear more; spells or permanents. Also, regarding the meta and specific wincons you're packing, Natural State could be a decent replacement for Claim if you mind the lifegain.

Further optimization would aim to lower your curve, probably by compacting the copy theme and x-wincons, to include more cheap filtering/draw spells for value casting

UrzasUnderstudy on Hapatra, Vizier of Poisons

2 months ago

This is off the top of my head, but have you thought about Black Sun's Zenith (for even more -1/-1 counters!), Bow of Nylea (just a good multi-role card), Eternal Witness (for recusion), Natural State (instead of, or in addition to Naturalize --this depends on your meta), or Oran-Rief, the Vastwood (since half your creatures, and all your snakes are green)?

drippyCat on Warrior Queen [Najeela Midrange/Tempo cEDH Primer]

2 months ago

Usually meta tuning is related to the interaction suite.

For example, I expect to play against LabMan Cameron's Tasigur, Opus Thief, Kess MAN, Nin stax/control, Urza, Thrasios+Tymna Scepter Consult, First Silver Food Chain. I'm new to my meta (and this deck) so I've started off with only 3 adjustments.
- I've seen a lot of Back to Basics , Blood Moon , and Magus of the Moon which are back breaking on this manabase, so I swapped from Swords to Plowshares to Force of Vigor . Additionally, my opponents are using Jace, Wielder of Mysteries instead of Laboratory Maniac in consult backup lines, so Swords isn't that great of an answer. Force of Vigor also hits Isochron Scepter and Food Chain, so it's a better fit for my meta.
- None of my opponents are extremely graveyard dependent (like Gitrog / Hulk / Razaketh), and when I was piloting Razakats I saw that many of my opponents are already running Rest in Peace and Grafdigger's Cage . However, it is a very interaction-heavy meta, so I swapped Rest in Peace for Rhystic Study . I'm still testing this slot, perhaps it will become Misdirection .
- Finally, because a lot of the interaction I'm facing is permission-based, say 8+ counter spells in each list, I opted to replace the early-game focused Lotus Petal with a Vexing Shusher to help find openings in the mid to late game.

I hope some of this has helped. Just analyze which decks are your biggest threats, look for answer cards to those threats (probably just check out the Maybeboard to start), then look for which cards you can cut.
One final note, general answers are still usually better than situational answers. For example, cutting Counterspell to add Natural State is probably counter-productive. Good luck and have fun with it! Also, there's help on Discord and Reddit!

If you face a 'rock heavy' meta you might consider adding Stony Silence / Collector Ouphe on top of Null Rod.
Do you face a lot of graveyard-based strategies? Look at Grafdigger's Cage .
For example,

Liscom on Red/Blue/Green (1.Entwurf)

3 months ago

Bitte ändere den Decktyp mal von Standard zu Commander. Ansonsten bekomme ich immer eine Warnung für jede Karte, die ich empfehlen will, die aber in dem Format nicht legal ist

Hier noch einmal ein paar Kreaturen, die ich eigentlich sehr geil und günstig finde - besonders, wenn dein Commander sie noch mit Trample ausstattet: Altered Ego , , Zameck Guildmage Gruul Ragebeast (nette Kombo mit Foe-Razer Regent ) , Ravager Wurm , Stonebrow, Krosan Hero (die Kombo ist wohl offensichtlich)

Progenitor Mimic , Simic Sky Swallower sind sehr solide. Gerade Hexproof/Shroud finde ich unglaublich wichtig.

Vessel of Endless Rest warum willst du das spielen? Wenn du Mana-Ramp willst, gehe am besten gleich zu den Signets: Gruul Signet Simic Signet Izzet Signet . Dann gibt es auch noch die Cluestones: Gruul Cluestone Simic Cluestone Izzet Cluestone

Deine Kreaturen sind teilweise recht teuer. Du musst natürlich austesten, wie das Deck läuft, aber ich würde zumindest zu Anfang die Daumenregel nutzen, dass man 38 Länder und 6 - 8 Mana-Artefakte spielt. Ich würde bei den teuren Kreaturen lieber mehr Mana als weniger spielen und dann vielleicht noch Karten spielen, in die du überschüssiges Mana pumpen kannst, wie River Hoopoe (nur als Beispiel, dass mir gerade einfällt). Ansonsten finde ich Hydras recht cool. Die kann man mit viel oder weniger Mana spielen und viele freuen sich sehr über das Trample, dass Surrak ihnen gibt. Außerdem kann man in viele Hydras auch später noch Mana pumpen. Schau mal hier:

Wenn du mit Paleoloth ein wenig in die "Power Matters" Schiene möchtest, wären vielleicht folgende Karten eine Sichtung wert: Drumhunter , Exuberant Firestoker , Mossbridge Troll (Wenn du Kreaturen mit Wachsamkeit nutzt, wird der völlig absurd), Mouth , Shamanic Revelation , Spearbreaker Behemoth , Where Ancients Tread .

Was mir auch aufgefallen ist: Du hast kein Removal. Ja, im Mehrspieler ist es immer besser, wenn man die anderen Spieler dazu überredet, ihr Removal zu nutzen, aber du wirst selber was brauchen um Bedrohungen die nur dich angehen zu beseitigen - oder einfach, um etwas zu tun wenn keiner der anderen Removal auf der Hand hat: Klassische Karten: Acidic Slime , Artifact Mutation , Beast Within , Blue Elemental Blast , Decimate , Krosan Grip , Manglehorn , Meteor Golem , Natural State , Nature's Claim , Pongify , Thrashing Brontodon Meine Geheimtipps: Bramblecrush , Broken Bond , Cindervines , Hull Breach , Hoard-Smelter Dragon , Descent of the Dragons (Damit kannst du auch deine eigenen kleinen Kreaturen zu Drachen machen), Unstable Obelisk (völlig unterbewertet), Storm the Citadel (deine Kreaturen haben Trampel, was ziemlich vernichtend sein kann)

Joe_Ken_ on Help Being Casual

3 months ago

I would also tone down on how good of removal you are using in decks. Like instead of using Natural State instead use Root Out another example being instead of Ponder or Brainstorm use Scour All Possibilities

Also just using less effective tutors could help keep things more casual. Like using Thalia's Lancers or Diabolic Tutor instead of cards on the high end of price like Demonic Tutor and Enlightened Tutor

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Natural State occurrence in decks from the last year


All decks: 0.0%

Commander / EDH:

All decks: 0.01%