Journey to Ungoro Guide
Destroy a minion.Your opponent draws 2 cards.
Another one bites the dust.
People think this card is bad...I say this card in a class like druid that has bad removals is awesome...People just dont play it because they copy-paste decks , and Naturalize is not included in the "netdeck"---> so its a bad card logic
I love mill decks
Could be used against Secret Paladin to destroy a strong minion AND reduce his Divine Favor value. Sweet!
Really good in the Who's the Boss Now? tavern brawl this week. Hero powers are so strong and infinite that value plays are pointless. Tempo is all-important and this 1-mana removal does it fine. This is a great out in the event of Activate! into Magmatron, for example.
I love this card and the fact that everyone hates it makes it EVEN better because , since no one is using it , no one plays around it. Seriously , it's one of the best removals in the game. I think the only reason people ignore it is because it's a card that needs skill to pull out. That and ofcourse , the fact that most HS players just copy-paste decks made by famous streamers...Here's how to use it... Add one in your deck , i think 1 is enough. Don't throw it away like a noob in mid or early game. Save it , even if you cant immediately deal with a threat on the board. This card is strictly used for one thing only. To change the game.For example. You use it to kill the one minion that's between your opponent and your lethal combo. You use it to kill your opponent's heavy-weight legendary , like Rag , Ysera etc. You use naturalize when the card draw does not matter anymore. This card's drawback is only a drawback if used at a stage of the game where your opponent is trying to build a tempo. You deal with something mediocre and he draws two cards. But if you use it with good timing , in my opinion , this is the best removal in the game. It destroys a minion and it costs 1 mana! This means that you can kill an Ysera or a Rag and cast your own on the same turn! Seriously , i dont care what people say , i will never play a druid deck without a naturalize in it.
and then fatigue druid comes in.
Not that awful by itself, it's just that Druid doesn't have much draw power, so his opponents can outrun his hand's growth. However it's great in mill decks.
the card for fatigue druid
omg once i had this in my hand and my opponent was in fatigue and he only had 2 hp,but the thing is he had lethal next turn and i didnt have the extra one dmg to finish him, so i just conceded and then i realize i could of just used this bad boy
This comment is ancient, but "could HAVE", not "could of".