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The Green Disenchant Project is a
global set. A global set is a collection of each version of a specific Magic: The Gathering card. This contains one copy of each language and set in normal and foil by default. There are many ways to collect a global set, some just collect foils, some by illustration. This project expands the classical paradigm by print variants, which are the result of
different factories, special products, and errors.
The Green Disenchant Project started as a Disenchant global set. Disenchant has been continued as Naturalize since 2002, although seeing occasional reprints. The following article by Mark Rosewater explains the reasons for the shift:
From time to time you'll hear about rules gurus. Those are the people who know the Magic rules the best and they are consulted when some new rules issue pops up. Their extensive knowledge of the rules helps them figure out new rulings to make sure they are consistent with how the rules actually work. I'm what's known as one of the color pie gurus. I do the same thing but with color philosophies as they apply to mechanics. Basically, when someone wants to know if a certain effect can be done in a certain color they come to me.
Many years ago, I was assigned the task as a color pie guru to go through the color pie at the time and see if I could come up with any philosophical issues. Were there any areas where the mechanics did a poor job of matching the philosophies? It turns out I found just such a problem.
The blue/green conflict is about nature vs. nurture. Blue believes that everything is born as a blank slate and that you can use whatever tools necessary to educate and improve it. Green believes you are born with everything you will be already inside you. Blue embraces education. Green embraces destiny. As such, blue looks to tools as being an important and crucial part of life. Green sees them as something interfering in the natural way. This means blue embraces technology while green shuns it.
In the world of Magic, technology is represented by artifacts. To stay true to the colors, blue should be the greatest ally of artifacts and green should be its greatest enemy. The first was clearly true. Blue had the closest mechanical tie to artifacts. Green, though, wasn't king of destroying them. I talked this out with other gurus and it was agreed that the greatest hater of artifacts was green, then red, and finally white in a distant third. White could destroy artifacts when pushed but it wasn't a drive of white like it was for green and red. (While green believed they should be destroyed, red just enjoyed destroying them. Blue and black tended to like artifacts and had a greater synergy with them. Neither was particularly good at destroying them.)
So I suggested we start making better green artifact hate. Red's staple was Shatter, so it wasn't hard to make green better than red. The problem that came up, though, was Disenchant. As long as Disenchant was around, white was always going to be #1 in artifact removal. I sat down and did the math. In artifact removal, green was #1, red #2, and white #3. In enchantment removal, white was #1 and green was #2. We wanted enchantments to be the least fragile, so we decided that only two colors should be good at destroying them. (Blue had counterspells and black had discard; enchantments would always be the bane of red—it just can't handle things it can't physically blow up.)
The numbers were clear. The color that was better at destroying both was clearly green, not white. Also, this would allow artifact removal in red common, enchantment removal in white common, and artifact and enchantment removal in green common—the ally of white and red—creating a nice balance. Finally, by moving Disenchant to green we also would cement green as king of artifact removal and so the move was made—Disenchant became Naturalize.
—Mark Rosewater, July 2nd,
I hope Disenchant and Naturalize will always be part of the game and the Green Disenchant Project continues being a cross section through the entire history of Magic: The Gathering.