Smashing Success
Most artifact-destruction spells gamble on the opponent having brought a target: Naturalize is a dead card against a creature deck, and the whole narrow class lives and dies by whether there's something to hit. Widening the target line to include land removes that gamble, so the spell is never a blank. The floor is genuinely bad (four mana to blow up a tapped-out plains) but it is never stranded in hand. The Treasure clause is where the math tilts. Killing a Signet or a mana rock refunds you a Treasure, so the tempo swing softens from a raw two-for-one toward a wash on mana spent, and against an opposing ramp piece it becomes a small resource inversion: you set them back one source while gaining one, tucked inside a removal spell. The four-mana price is the tax it pays for that flexibility; it is not fast enough to be the answer where speed is the whole game, and the cheaper naturalize effects will always undercut it on rate. What it buys with that price is a removal spell with a guaranteed legal target and, on the artifact half of its split, a fraction of its own cost handed back.
