Time to Feed

Sorcery

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.)

CMC
3
Mana cost
{2}{G}
Color identity
G
Rarity
common
Set
Foundations Jumpstart
Price
$0.14
EDHREC rank
#20851
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Time to Feed card art
Time to Feed trades a creature and draws a card for three mana at sorcery speed — functional, but barely. Green has better removal at this price point, and the life gain rarely matters enough to justify the slot.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Time to Feed occupies the low end of acceptable: three mana for a sorcery-speed kill spell is slow, but the card draw keeps it from being a pure tempo loss in casual pods where green's removal options are already thin. Pauper is where it sees the most real play — the card advantage is genuinely scarce at common, and the incidental life gain has more weight in longer games. Everywhere else, the competition from instant-speed removal and cheaper interaction makes Time to Feed a non-starter; Modern, Pioneer, and Legacy all offer green creatures better tools at lower cost.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.14 bulk tier

At $0.14, Time to Feed is pure bulk — you're paying for cardboard and nothing else. That price is stable in the way only cards with no competitive demand are stable: don't expect movement in either direction.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.