Natural End
Green is the color that destroys artifacts and enchantments, and the question is never whether it can answer them but what the answer costs. The rate here is Naturalize plus one mana, with three life stapled on, and that extra mana buys exactly the lifegain and nothing else. Both cards ask for a single green pip; the only difference is one generic mana and the three points. So the evaluation collapses to a simple question: do those three points justify the higher price? In isolation they are a footnote, the kind of incidental life that occasionally tips a damage race or buys a turn against an aggressive draw. But they are also the entire reason to reach for this over the leaner option: when a game has slowed into a grind and life total has become a resource you are managing rather than a number you ignore, the saved mana matters less than the cushion. The instant speed is not a premium you are paying for here; holding up disenchant at instant speed is the green baseline for this effect, the standard window that lets the equipment attach, the aura resolve, or the activated ability hit the stack before you commit the answer. Everything but the lifegain is the ordinary green deal in artifact and enchantment removal. The three life is the only variable, and whether it earns its mana is the whole decision.

