Magic Monday: Changing the Game with Natural Order

Let’s look at some game changers! I’ve got some mixed feelings about WotC’s definition of these powerful cards. They’re staples of the format, and they’re undeniably powerful, but the Game Changer categorisation has the potential to stigmatise their use.

Or does it?

It may well be the case for some groups that by identifying and admitting the power of these cards and defining how many one can include in a deck of a specific tier, it actually gives tacit permission for their use. Go figure.

Whichever way you see it, it’s worth knowing what these cards do. Today, let’s look at Natural Order!

There are plenty of cards in the green colour identity that can rapdly accelerate your game plan. Natural Order catapults it. Natural Order is one of those rare spells that turns a board of harmless mana dorks and utility creatures into a sudden, breathtaking leap forward. It’s the moment where green stops pretending to play fair and reveals the monster it’s been quietly assembling behind the scenes.

Natural Order is a game changer because it compresses the entire early game into a single decision point. You spend a few turns developing your board with things like Llanowar Elves, Tireless Provisioner, or a token maker such as Avenger of Zendikar, and then, with just four mana and a creature to spare, the whole table is forced to confront the reality that you might be about to drop something they are absolutely not ready for. It’s not just a tutor. It’s not just a cheat spell. It’s a pivot; a sudden shift from setup to payoff that green decks rarely get to enjoy quite so cleanly.

Natural Order rewards the kind of play green is built around: creatures, board presence, and incremental advantage. But it also gives those strategies a pressure valve; a way to convert early‑game clutter into a late‑game threat right now. It’s the difference between “I’ll get there eventually” and “I’m there already.”

And the payoffs are iconic. Craterhoof Behemoth is the obvious headline act, but it’s far from the only one. Terastodon can reshape a board in an instant. Regal Force can refill a hand from empty to overflowing. Woodfall Primus can dismantle a problem permanent, and then do it again. Even something like Elder Gargaroth becomes terrifying when it arrives early enough.

What makes Natural Order so fascinating is that everyone knows what’s coming, but that knowledge doesn’t actually help. You can predict the threat, you can name the creature, you can even see the line forming, and it still hits like a truck. That inevitability is part of its charm. It’s green’s version of a combo turn: telegraphed, obvious, and still devastating.

And it sits in a family of cards that do similar things. You’ve got Green Sun’s Zenith, Finale of Devastation, Tooth and Nail… but Natural Order remains the cleanest, most theatrical version of the effect. It’s the one that feels like a magic trick.

Every Game Changer has a signature emotional footprint, and Natural Order’s is anticipation. The moment the green player hits four mana with a creature to spare, the table collectively tenses. You can feel the shift. People start counting blockers. Someone checks their hand for instant‑speed answers. Someone else mutters “don’t you dare.”

It’s the same energy you get when a blue player leaves up Cyclonic Rift mana, or when a black player tutors with Demonic Tutor and refuses to say what they found. Natural Order creates big, theatrical, table‑defining moments, and Commander thrives on those.

Natural Order remains a Game Changer because it gives green decks something they often lack: a clean, elegant way to turn early‑game development into immediate, overwhelming pressure. It’s not a lock piece like Drannith Magistrate, not a combo engine like Thassa’s Oracle, not a value machine like Smothering Tithe. It’s something simpler and more primal: a spell that lets green do what green does best, but faster, louder, and with far more drama.

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