Spring Cleaning
Naturalize answers an artifact or an enchantment at instant speed for two mana; this variant trades away the artifact half and spends the freed-up budget on a clash. Win the flip and every enchantment your opponents control falls at once. The deal it strikes is straightforward: the guaranteed effect is narrow (one enchantment), and the blowout is gated behind a mechanic that rewards top-decking a high mana value rather than any choice you make at the moment of casting. Clash is both the gambit and the liability. You reveal the top card of your library, your opponent reveals theirs, and the bigger number takes it, so a deck stuffed with cheap spells is quietly betting against itself. The instant-speed timing is the dependable part, letting you strip an enchantment in response to its trigger or on an opponent's end step, with the mass destruction as upside you do not pay full price for. It belongs to a brief experiment in stapling clash onto removal to manufacture variance-driven ceilings, a mechanic that asked players to accept randomness for a bigger payoff. The lesson that stuck was that a clean answer at a known rate beats a gamble for a larger one, which is why the plain Naturalize lineage outlived the variants that tried to gild it.
