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Gaining four life would be worth the extra mana, putting the extra life on a creature or enchantment, even better. But taking the instant speed out of Disenchant? That ruins it for me. It's not a terrible card or anything, but I've been saved by Disenchants speed way too often to want it as a sorcery.
Posted By: InternetNinjacy (7/19/2010 6:57:01 AM)


I agree that one mana for four life is a bargain when it comes to single shot life gain. I don't understand why people complain so much about the speed though. Enchantments especially, and usually artifacts, are not meant to end the game in a single turn. They are designed to cause a lot of damage if left unchecked for a long period of time. In fact, a lot of enchantments don't even do ANYTHING until the turn after your opponent played them. (i.e. Ajani's Mantra) If an artifact or enchantment on the board for a single turn caused you a game loss, then your opponent probably uses that card as a main strategy, or you just happened to be unlucky, or you need to re-think your deck. I have never lost a game to having an enchantment or artifact on the field for a turn, and the lifegain fits in perfectly with my decks secondary strategy. I happily run 3 of these in my deck.
Posted By: planersibling (10/26/2010 5:31:46 PM)


Look at the beginning and end of this card's name. Anyone else see sol ring?
Posted By: marmaris74 (8/6/2012 2:30:30 PM)


It's like cascading into a Naturalize with Captured Sunlight.
Posted By: DacenOctavio (11/7/2010 10:23:44 PM)


I like the fact that it"s a sorcery. It's like a minor version of Faith's Fetters.
The instant speed is used too often to make cards useful. For example, if there weren't any instantaneous destruction spells, auras would be at least worth one attack. Instant speed is often used just to increase card advantage or gaining a timing bonus.

F.e. a Giant Growth is less powerful, because a well timed Doom Blade will cause the player with the Giant Growth to lose the creature and the spell. R&D could change this, by declaring that lost or illegal targets cause the spell to be returned to the player's hand instead. But since this won't happen, I heavily support the sorcery affection, Mark Rosewater mentioned.

And if a card caused you to lose the game, either the card or your game-play was bad. Ususally only combo cards are threatening enough to instantaneously kill a player. Therefore a disenchant timed as an instant was just a bad gameplay, because you cpuld have destr... (see all)
Posted By: Cheza (8/8/2010 8:51:23 AM)


The Sorcery speed means you can't use it in response to an activated ability, which ruins half the use of artifact hate. The lifegain doesn't really make up for it.

The extra mana cost is extra poop-frosting on this tasteless cake.
Posted By: Jannissary (2/7/2012 2:25:24 AM)


No, that's not phallic imagery at all. It's just a woman holding a staff... that is pulsating and vibrating... at an angle that puts the bottom of the staff somewhere between her legs. Nothing to see here, move right along now...

'Temple' is a code word for 'Sp*** Bank.' The donation is mandatory. Hustle up and get to offerin' already.
Posted By: Salient (5/16/2012 6:27:57 PM)


Dont mind paying an extra 1 for the healing deal to bad not instant.
Posted By: MissingParts1 (7/9/2010 1:31:50 PM)


I'd rather play kor sanctifiers if i wanted slow naturalize with a bonus
Posted By: Ruminite436 (7/26/2010 11:02:27 PM)


love the flavor text.
Posted By: ZeroSheep (11/7/2010 11:07:23 PM)