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Destroy a minion. Your opponent draws 2 cards.
Another one bites the dust.
This card is used in
14.89% of all Druid decks
This is an extremely situational card to use or play. It's main usefulness is when you need to get rid of an enemy minion (with Taunt or some other effect) that is in the way of a victory that can be achieved on the same turn, or the next.
While giving your opponent 2 cards is a pretty big disadvantage in most cases, Naturalize is generally viewed as a card that provides a lot of Tempo at the cost of Card Advantage. Let's say the board is empty and your opponent starts the turn, plays a single big minion and ends his turn. Since his minion is summoned first, he has the initiative on his upcoming next turn in deciding whether to trade with any minions you summon this turn. If you are able to Naturalize the enemy minion and then play some of your own, you have reestablished board control and regained initiative for your minions.
Another way of viewing it is that you are spending only 1 mana to destroy a high cost minion. This is tempo efficient since you want to use your mana resource efficiently every turn; you negated your entire opponent's turn with just 1 mana.
In the arena, pick this in a draft only if the other 2 cards are bad (for example,
If you can use 1 card to remove a minion with multiple buffs on him, that would outweigh the 2 cards the opponent needs to draw.
And if saved towards the end of the game, you could force them to take 2 doses of fatigue damage and still killing their minion.
For a 1 mana card to kill a Ragnaros, this is a VERY good card. Yes, they get to draw 2 cards, but this is the cheapest card to destroy a minion of your choice. If used wisely on a strong card, it far outweighs the card draw.
Every time a player "draws a card" while in fatigue (no cards left in deck to draw) raises fatigue by one. If your opponent has no card remaining in his deck you can force your opponent to draw cards dealing quite a bit of damage. Granted, this is more a curiosity than an actual useful gameplay decision, since if the opponent has no cards left all you have to do is clear his side of the board and you win anyway.
Potentially handy for getting rid of a big taunt to attack past it. The cheap cost means you can use this along with
Force of Nature
to deal potentially lethal damage. You can also use it to remove a big threat and then spend your remaining mana summoning minions - your opponent will gain card advantage, but you'll have board control and can press the attack.
Highly situational, though. I wouldn't recommend ever using more than one.
Should say "Its controller draws 2 cards".
This card can be used to destroy cards, but only if the enemy's hand is near full, or you add the effects of other cards. Coldlight Oracle + this = 4 cards drawn for the enemy.
Aside direct damage, this is the only target-removal in the druid set. The other removal is
, but it acts as an AoE.
This is bonkers all the live long day against Handlocks. It blows up a Giant or Twilight Drake for just one mana, and you can very frequently set it up so that they lose one or more of the cards they would have drawn. "You want to draw cards, eh? Well then CHOKE ON THEM!"
I love the artwork. Wich ability is?
Since mill druid is making a more serious appearance with GvG, it's worth noting:
You CAN destroy your own minion with this card in order to cause your opponent to draw. The number of times this would be useful is minimal, but do keep it in mind if you are both in fatigue and need to push your opponent's forward.
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