Time to Feed
Green's fight spells all wrestle with the same structural problem: you commit to the pairing before any damage happens, so pointing a fragile creature at something bigger can end with your own attacker in the graveyard while the target survives with a few points of damage on it. This one accepts that risk and hangs a small reward off the back end. The clause watches the opponent's creature specifically, and the three life only arrives if that creature is dead by end of turn. That decoupling is the wrinkle worth noticing. The payout is not keyed to your creature surviving the fight, so a trade where both bodies die still pays out, and so does any other death in the window: a follow-up burn spell, a chump into a second blocker, a sacrifice effect all finish the job. It rewards you for the kill rather than for winning the exchange cleanly. As fight-based removal, the rate is unremarkable, and the green constraint never goes away: you need a creature on board worth aiming, which means it does nothing with an empty side of the table. What separates it from the plainer Prey Upon school is the lifegain rider, modest work in grindy, creature-heavy decks that want to claw back tempo while clearing a blocker. A competent entry in the green removal lineage rather than a card that pushed it forward.




