Time to Feed

Time to Feed

Sorcery

Mana cost: {2}{G}

How we read this card

Choose target creature an opponent controls.
When that creature dies this turn, you gain 3 life. Target creature you control fights that creature.

triggered — gains you 3 life

triggered —

Causes: gain life, a creature deals noncombat damage.

Cares about: a creature dies.

Works well with

a creature deals noncombat damage — 1,420 cards in the game can cause this (Time to Feed is one).

When a creature deals noncombat damage thanks to Time to Feed:

  1. Soul Link — gains you that much life
  2. Tandem Lookout — draws you 1 card
  3. Armadillo Cloak — gains you that much life
  4. Vampiric Link — gains you that much life
  5. Spirit Loop — gains you that much life
  6. Spirit Link — gains you that much life
  7. Guilty Conscience — deals that much damage
  8. Visions of Brutality — makes a player lose life equal to that much
  9. Arm with Aether — triggers

12 other cards care about it too. These are the ones with the most connections.

life is gained — 2,076 cards in the game can cause this (Time to Feed is one).

When Time to Feed gains life:

  1. Dina, Soul Steeper — makes each opponent lose 1 life
  2. Marina Vendrell's Grimoire — draws you that many cards
  3. South Wind Avatar — makes each opponent lose 1 life
  4. Rodolf Duskbringer — grants indestructible
  5. Fiendish Panda — puts a +1/+1 counter on itself
  6. Veinwitch Coven — brings a card back
  7. Cleric Class — puts a counter on a creature
  8. Lich's Mastery — draws you that many cards
  9. Wall of Limbs — puts a +1/+1 counter on itself
  10. Ratchet, Field Medic // Ratchet, Rescue Racer — triggers

84 other cards care about it too. These are the ones with the most connections.

anything deals noncombat damage — 3,068 cards in the game can cause this (Time to Feed is one).

When a creature deals noncombat damage thanks to Time to Feed:

  1. Quest for Pure Flame — puts a quest counter on itself
  2. Fear of Burning Alive — deals that amount damage
  3. Niv-Mizzet, Visionary — draws you that many cards
  4. Chandra's Incinerator — deals that much damage
  5. Chandra's Pyreling — gets +1/+0
  6. Talon of Pain — puts a charge counter on itself
  7. Asgardian Inspiration — returns itself from the graveyard
  8. Thor, Guardian of Midgard — exiles a card from your library
  9. Virtue of Courage // Embereth Blaze — exiles a card from your library

37 other cards care about it too. These are the ones with the most connections.

a sorcery is cast — 3,720 cards in the game can cause this (Time to Feed is one).

When Time to Feed is cast:

  1. Soul-Scar Mage — gets +1/+1
  2. Tomik, Izzet Sparkmage — gets +1/+1
  3. Spellweaver Volute — copies a spell
  4. Lilah, Undefeated Slickshot — gets +1/+1
  5. Niblis of Frost — gets +1/+1
  6. Primeval Bounty — puts 3 counters on a creature
  7. Tetsuko Umezawa, Pursuer — gets +1/+1
  8. Thor, God of Thunder — deals that spell's mana value damage
  9. Artist's Talent — draws and discards
  10. Blood Funnel — sacrifices a creature

424 other cards care about it too. These are the ones with the most connections.

a creature is dealt damage — 18,923 cards in the game can cause this (Time to Feed is one).

When a creature is dealt damage thanks to Time to Feed:

  1. Jennifer Walters // The Sensational She-Hulk — deals that much damage
  2. Shriveling Rot — kills it
  3. Cryoshatter — kills a creature
  4. Hot Soup — kills a creature
  5. Cracked Skull — kills a creature
  6. Sporogenic Infection — kills a creature
  7. Frozen Solid — kills a creature
  8. Mortal Wound — kills a creature
  9. Mire Blight — kills it
  10. Death Pits of Rath — kills it

17 other cards care about it too. These are the ones with the most connections.

anything is cast — 31,128 cards in the game can cause this (Time to Feed is one).

When Time to Feed is cast:

  1. Windrider Wizard — draws you 1 card
  2. Relic Amulet — puts a charge counter on itself
  3. Rockslide Sorcerer — deals 1 damage
  4. Umara Wizard // Umara Skyfalls — grants flying
  5. Alania, Divergent Storm — makes an opponent draw 1 card
  6. Umara Mystic — gets +2/+0
  7. Master of Winds — triggers

5 other cards care about it too. These are the ones with the most connections.