Naturalize 2 is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Destroy target artifact, enchantment, emblem, or gameplay tracker. (Trackers include play aids such as dungeons, city's blessing, and monarch. When you destroy it, the associated object or designation is removed from the game.)
Complete guide
Naturalize 2 is a wild upgrade to a classic staple, pushing the boundaries of what green magic can interact with. While the original only targeted physical permanents, this playtest version allows you to reach beyond the battlefield to dismantle emblems and abstract gameplay trackers.
What it Does
Naturalize 2 is a two-mana instant that destroys a target artifact or enchantment, just like the original Naturalize. However, it adds the ability to target emblems and 'gameplay trackers.' According to the rules, trackers include play aids like the monarch designation, the city's blessing, dungeons, the initiative, and even the day/night cycle itself. When these are destroyed, the associated designation or object is removed from the game entirely.
How it Resolves
First, you choose a legal target: an artifact, enchantment, emblem, or tracker. Upon resolution, if the target is an emblem, it is put into its owner's graveyard before ceasing to exist. If the target is a tracker like the monarch or city's blessing, that status is abolished for the affected player. If a dungeon is targeted, the dungeon card and the venture marker are removed from the game; the player must start from the first room again if they venture later. For day/night cycles, the game reverts to a state where it is neither day nor night until a daybound/nightbound permanent or specific spell resets it.
Common Mistakes
A common mistake is assuming that destroying the initiative also destroys a player's dungeon; these are separate trackers, and destroying one does not affect the other. Another error involves the city's blessing; while Naturalize 2 removes the blessing, the player can immediately regain it if they resolve another 'ascend' trigger while meeting the permanent count requirement. Lastly, remember that emblems usually go to the graveyard briefly, which rarely matters unless you are using specific cards like Essence of Ajani.
When to Play it
Naturalize 2 is best used when an opponent relies on an uninterruptible advantage. If a Planeswalker has left behind a powerful emblem that is winning the game, this is one of the few cards in existence that can solve the problem. It is also excellent for stopping 'monarch' or 'initiative' snowballing in multiplayer games, effectively resetting the political landscape by removing those designations from all players.
Interaction examples
Suppose your opponent is the monarch and has a powerful artifact. While Beast Within could destroy the artifact and leave a creature behind, Naturalize 2 can instead target 'The Monarch' tracker itself. Once it resolves, the monarchy is removed from the game entirely. No player will draw an extra card at the end of their turn until someone plays a new card that reintroduces the monarch designation.
If you cast Naturalize 2 targeting an opponent's emblem, they might attempt to cast Heroic Intervention. However, Heroic Intervention only grants hexproof and indestructible to 'permanents.' Since emblems and gameplay trackers (like the city's blessing or dungeons) are not permanents, Heroic Intervention will not protect them from being destroyed by Naturalize 2.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Naturalize 2
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If you destroy an emblem with Naturalize 2, put that emblem into its owner’s graveyard. Then it’ll immediately cease to exist except in the very rare instance that it’s an emblem card like Essence of Ajani.
No other card is named in this ruling.
- #2· Wizards of the Coast
As of the release of Mystery Booster 2, the following gameplay trackers can be destroyed with Naturalize 2: The monarch, city’s blessing, dungeons, day, night, and the initiative.
No other card is named in this ruling.
- #3· Wizards of the Coast
You can destroy the monarch designation with Naturalize 2. This abolishes the monarchy from the game. There will no longer be a monarch until another spell or ability causes a player to become the monarch once more.
No other card is named in this ruling.
- #4· Wizards of the Coast
You can destroy a player’s city’s blessing designation with Naturalize 2. That player no longer has the city’s blessing. They can regain the city’s blessing if they control a permanent with ascend or resolve an instant/sorcery spell with ascend while controlling ten or more permanents.
No other card is named in this ruling.
- #5· Wizards of the Coast
You can destroy a dungeon with Naturalize 2. Doing so removes that dungeon from the game and removes its owner’s venture marker from the game. Nothing prevents its owner from venturing into that dungeon again if another spell or ability instructs them to, though they would have to start from the topmost room again. Note that each dungeon has a single owner; even if two players are venturing through two dungeons with the same name, each of them owns a separate dungeon card.
No other card is named in this ruling.
- #6· Wizards of the Coast
You can destroy the day or night designation with Naturalize 2. Doing so removes those designations from the game. It will be neither day nor night until a player controls a permanent with daybound or nightbound, or a spell or ability says “it becomes day” or “it becomes night.”
No other card is named in this ruling.
- #7· Wizards of the Coast
You can destroy the initiative designation with Naturalize 2. Doing so removes the initiative from the game, though this doesn’t affect any existing dungeons in the game. No player will have the initiative until another spell or ability causes a player to take the initiative once more.
No other card is named in this ruling.
- #8· Wizards of the Coast
Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).
No other card is named in this ruling.
- #9· Wizards of the Coast
Playtest cards use a modified version of game symbols, such as
and
. These modified symbols should be treated as the standard symbols during play.
No other card is named in this ruling.
- #10· Wizards of the Coast
For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.
No other card is named in this ruling.
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Meta decks with Naturalize 2
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