From Hearthstone Wiki
Jump to: navigation, search
Scroll rightSwipe left to see other versions
Naturalize(154) Gold.png
Type: Spell
Spell school: Nature
Class: Druid
Rarity: Common
Cost: 1 Mana icon.png
Abilities: Destroy, Draw cards
Tags: Targeted
Artist: Leo Che

Destroy a minion. Your opponent draws 2 cards.

Another one bites the dust.

See this card on PlayHearthstone

See this card on Hearthpwn

Naturalize is a common druid spell card, inducted into the Legacy set, formerly from the Classic set.

Other versions[edit | edit source]

How to get[edit | edit source]

Naturalize can be obtained through Classic card packs, or through crafting.

Card Crafting cost Disenchanting
Naturalize 40 5
Golden Naturalize 400 50

Strategy[edit | edit source]

Unconditional removal is incredibly powerful, and for 1 mana is even more powerful. However, card draw is a very strong advantage to grant to the opponent. Due to the fact that Naturalize gives your opponent two cards, players will only want to use this on severe threats. Minions that the opponent has invested several spell enchantments on or core legendary cards such as Ysera are great targets.

Naturalize is a good addition to mill decks that try to make the opponent overdraw, using cards such as Coldlight Oracle, King Mukla and Dancing Swords, turning the spell's usually problematic card draw effect to the druid's advantage.

Despite its low cost, it can be effective in the late game. If your opponent has board advantage, and has expended their deck, this could cause 3+ Fatigue damage to their hero as well.

Trivia[edit | edit source]

Gallery[edit | edit source]

Naturalize, full art

Patch changes[edit | edit source]

Commentary: Druids have always had excellent flexibility and a number of different tools when it comes to generating mana, cards, and minions, but have long struggled to remove their opponent's large minions. Naturalize effectively nullifies that weakness, giving Druids a powerful option in matchups where card advantage doesn’t matter. Moving it into the Hall of Fame enforces the Druid's weakness in removing large minions, maintaining its class identity.