Why Should One Use Nature?
(the following is compiled by one known on the chats and forum as Dan Kilburn - and edited by the Site Administrator)

The Nature civilization of Duel Masters creates a combination of speed, power, and creation. Unlike its sometimes ally, the Fire civilization, the Nature civilization uses its power to create and preserve its civilization. Nature’s ability is to create power in order to create more power, and then eventually overwhelm its opponents with its magnificent creations.

The basis of the Nature civilization is to create and preserve, and the fundamental creation is the abundance of mana. Nature has the ability to create mana through cards like Bronze-Arm Tribe and Silver Axe, or to preserve mana with cards like Shaman Broccoli, Thorny Mandra, Mighty Shouter, and Coiling Vines. Cards like Enchanted Soil and Thorny Mandra may not preserve themselves, but can provide itself as a lifegiver to its comrades that cannot preserve themselves.

Like the Fire civilization, the Nature civilization is no stranger to power boosting. Deathblade Beetle was one of the first classic examples of a power boost, and can even boost themselves further with cards like Muscle Charger or Emerald Claw that gives it the power to overwhelm their opponents and only rivaled by their allies, the Fire civilization.

Again, like Fire, the Nature civilization has no blockers, but instead combines strength and speed to overwhelm their opponents and create its own set of a defense. The opponent will at many times be left with the option to either let such an offense attack them, or go after the offense all the while allowing you to store the mana and power necessary to get out even stronger creatures. While Nature does not have Speed Attacker, these stronger creatures will provide an even greater defense against the opponent, who will usually be left in the same conundrum to “fight or flight”, and with the ability to almost always have those creatures out faster than other opponents, “flight” is the most likely option for the opponent.

Add this to the fact that Nature has some of the earliest Double Breaker cards in the game like Radioactive Horn, the Strange, Deathblade Beetle and Terradragon Regarion without penalty (mana or shield loss), and qutie a few other creatures that have this ability early, along with extra power and the minor penalty, and this conundrum becomes an even tougher problem that must be solved even more quickly, a problem for even the most skilled of opponents.

Like the Light and Water civilizations, Nature can also manipulate the shield zone in a number of ways. While not as strong as the Light civilization, it can place cards into the shield zone. With cards like Mana Nexus, Nature can use its creations in the mana zone to spill over to the shield zone. With the many shield triggers that are available in the Nature civilization, the opponent will get frustrated with the different strategies that are available to you.

This also shows in another similarity to Light and Water. The ability to bring more resources out, in this case from the deck. Nature creatures such as the Rumbling Terahorn, and spells such as Dimension Gate, which searches for creatures, and Rainbow Stone or Mystic Treasure chest which search for any card and put it into the mana zone, are a perfect addition to a civilization that is well supplied with mana for summoning the creatures, as well as cards such as the Sniper Mosquito, which, much like the Mana Nexus, can act as a way of getting cards from the mana zone. The powerful spell Soulswap can even bring creatures from the mana zone directly into the battle zone through its 'odd ritual!

Yet another, minor similarity to the Light and Water civilizations is the ability of certain Nature creatures such as the Stampeding Longhorn, to not be blocked. In the case of Nature, the mechanic of this is different. The creature is simply too strong to be held off. In certain other cases, there are creatures that exude such power that even if they are blocked, the shockwave still breaks shields, an ability most famous in the incredible Avalanche Giant.

Nature even has the power to manipulate mana beyond its own, with creatures like the Fortress Shell, and spells like Mana Crisis. Cards like Natural Snare and Vine Charger allow Nature to send enemy creatures to the mana zone as well, removing them as threats.

The final ability of Nature, and by far the most obscure, is the versatility of support that it can create. The ability of creating mana, destroying mana, making monsters disappear, creating defense through offense, overwhelming the opponent with power, creating shields, manipulating shields, drawing cards and searching out creatures from deck, preserving the graveyard and even manipulating the power of evolution makes the Nature civilization a jack-of-all-trades civilization. While other civilizations specialize in one or more of the abilities above, no other civilization can do it all quite like the Nature civilization, which can at times make it the perfect candidate for mono-civilization decks.

Nature is all about creation, power, and speed. Nature uses its speed to create fast, and then its power to create more and gain more power. Nature continues this cycle of growth until it becomes an unstoppable force that few civilizations can match through its speed and versatility of support.