Time to Feed — Tactical Trade-Off
Time to Feed is a compact removal and tempo tool that fits neatly into aggressive green decks or midrange builds looking to pick favorable trades. Castable for {2}{G}, it targets an opponent creature and sets up a delayed kill that grants you three life when the creature dies this turn, then forces one of your creatures to fight that marked threat. The sequence is straightforward, but its real strength is forcing awkward blocks and converting an opponent resource into both a board swing and a small life buffer.
Players who know how to sequence combat and removal will find Time to Feed a reliable answer against problematic creatures while pushing favorable trades. It pairs well with creatures that have high toughness or damage on entry because the fight mechanic deals damage equal to power. In Foundations Jumpstart this card reads clean, prints the expected Oracle phrasing, and performs predictably in limited or constructed casual shells. If you want efficient interaction that also offsets aggression with life gain, this is a practical inclusion.
Card Details:
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Mana Cost – {2}{G}
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Card Type – Sorcery
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Subtypes –
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Card Text / Rules Text (Printed) – Choose target creature an opponent controls. When that creature dies this turn, you gain 3 life. Target creature you control fights that creature. (Each deals damage equal to its power to the other.)
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Power / Toughness – Not applicable