No it's a multiplier thing, I've hit it several times.
Still doesn't change that while it may have some use as a tactic in magic, building a deck for it in hearthstone will see you losing most of the time.
In magic you are building a deck to force the opponent to "lose" their deck so they can't draw anymore cards. In magic the gathering you have the following "areas" denoted for playing.
The "deck area" has the deck. It must be 60 cards minimum and has no maximum. Although going much above 60 tends to make the deck unwieldy in not only shuffling, but in getting the cards you want out of it. Hearthstone has a deck limit of 30 cards max and 20 cards min.
There is the "graveyard" area otherwise known as the discard pile. When creatures die from play they normally go here. When spells are cast and their effect is no longer around, they go here. When a player is force to draw past their hand limit the extra cards go here at the end of the turn.
There is the "hand" area. This is the players hand of cards. In MTG there is a size limit of 7 card by the end of any turn. Which means in MTG if you have more than 7 cards in your hand the extras must go to the graveyard. The player who owns the hand chooses which cards go and which ones stay normally. Heartstone has no hand limit. If I can get all 30 cards from my deck into my hand I can keep them there if I want to.
There is the "play field" area as well. This where creatures/minions are played down. this is basically the same from MTG and Hearthstone. Creatures are summoned from the hand to the play area in a "sleep" state normally and must wait 1 round before doing anything unless they have a special power that negates the normal play rule.
In MTG the rule is a player can no longer draw a card from their deck, IE if they had a 60 card deck and they have played all 60 cards, they automatically lose. This is why people in MTG play "millstone" decks. That was the original card that made those decks really viable. Every turn you could force the opponent to take the top two cards off their deck and put them directly to the discard pile. You could have 4 millstones in play at one time and force the opponent to remove 8 cards per round at a time. If you could force your opponent to draw more than 7 cards and they couldn't play the extra cards they were forced to discard those cards to the graveyard. That's how a "millstone" deck works in Magic The Gathering.
That doesn't work at all really in Hearthstone. Again, there is no hand size limit. If you run out of cards from your deck you are only going to take increasing amounts of damage per round until your hero or the opponents hero runs out of health. There are no cards in Hearthstone that force the opponent to remove cards from the deck and put them straight into the discard area. So the card "naturalize" is an utter rubbish card.
Hearthstone is about having action advantage over your opponent right now. That's the strategy that win 99% of all games. You need action advantage which is done through a number of means. I described them above in my previous posts. Playing a single card that counter multiple actions of the opponent. Playing a card that forces the opponent to use multiple actions to counter it. And last but not least, having more cards in hand to play than your opponent on any given round. If you have 5 cards in hand and your opponent has none, The playing field is even, and neither you or the opponent are close to having their hero die then the person with the 5 card advantage is more than likely going to win the game. Doesn't even matter what cards they have in their hand. Card advantage is THAT strong. Having more choices and actions per round than your opponent for every round there after will win the game unless the game is already close to being over.
I have on numerous occasions been down to 6 or less health while my opponent was 30 or higher do to armor. I still won those games because they were out of cards and had nothing in the field. I still had a full 5+ cards in my hand. I had options at that point to counter everything they could do at that point, which was typically only playing 1 card and using the hero power.
Which is why I ranked the decks in the order they are listed. Decks that allow for more flexibility to gain action advantage tend to win easier. Those top three are Hunter, Mage, and Paladin right now. The Warlock and Shaman suck because their randomness can actually give an action advantage to the opponent. When they get the action advantage those decks absolutely crush. There is no doubt on that. But those are gambling decks. You gamble every time you play the shaman or warlock deck and hope the hero power and gamble nature style of the class cards end up in your favor and not the opponents. Warlock is worse because the penalties for many of the cards can be very harsh compared to the shaman. The shaman, while not as penalty harsh as the warlock, tends to also have some of the weaker combos in the game since the card deck seems to be trying to do a jack of all trades and master of none crap. Which blizzard did to mimic how Shaman gameplay in WoW is.
That last sentence is the crux there. Blizzard is trying to mimic the "class" of decks to the playstyle of the classes a bit as they are represented in WoW. I just made them a bit more analogous to MTG since hearthstone is in essence still a card game. As such is plays out differently than WoW despite trying to pattern the decks of the WoW class playstyles.