Feed the Clan


Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Khans of Tarkir Common

Combos Browse all

Feed the Clan


You gain 5 life.

Ferocious You gain 10 life instead if you control a creature with power 4 or greater.

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Feed the Clan Discussion

mtgplayer100 on Tron: Legacy... just kidding, Modern [PRIMER]

1 week ago

GR tron just isen't as good as GW right now. I've had ton of succes with GR, and cashed at 2 gp's with it, but that was before Death's Shadow and Eldrazi. The only reason for Pyroclasm is affinity and elves, which are decks that dosen't see nearly as much play as Death's Shadow and Eldrazi.

White gives you access to Blessed Alliance, wich just seems like and upgrade to Feed the Clan. Feed the Clan is really only good against burn, whereas Blessed Alliance and thragtusk also can be used in other matchups.

Thragtusk is also good against Eldrazi, Death's Shadow, midrange/control, as well as helping you against Fulminator Mage.

Blessed Alliance is good against, burn, Eldrazi, Death's Shadow and infect.

After all, it's nice to see some fellow experienced tron players out here on tappedout.

vishnarg on Tron: Legacy... just kidding, Modern [PRIMER]

1 week ago

Gruul Tron is still the most popular version of the deck and the go-to for most pro's, with the exception of maybe mono-blue, thanks to the option to play the flexible and cheap sweeper Pyroclasm. As for your suggestion, Thragtusk is definitely a strong sideboard card but I prefer Feed the Clan just due to cheaper mana cost, which makes a huge difference against burn and other aggressive decks.

GregGreg on Hydra's Menace

1 month ago

TheNight77 i used to run that card, but i replaced it with Feed the Clan, you can read comments from #20 to #26 to know why i replaced it.

robbnoble on Bad Moon Rising

1 month ago

Try out Collected Company, as all of your creatures fit the requirement, though you have a few creatures less than it would take to make it optimal. Might be worth testing, though.

I have some sideboard options for you, as I can see yours is incomplete.

Feed the Clan is awesome against burn and quick aggro strategies that tend to run out of gas the longer the game goes on. With your werewolves, activating the ferocious ability shouldn't be a problem.

Beast Within is awesome for hitting non-creature permanents and is particularly effective against decks that run a lot of planeswalkers, which in your colors you have little removal for.

Scavenging Ooze is additional graveyard hate that can gain you life and grow itself.

Blood Moon is expensive, but super effective, even when run in a two color deck. You would simply have to adjust your mana base slightly to include a couple more basic forests. It's an added bonus that it fits the flavor of the deck.

I hope this was helpful. :)

lagotripha on B/G Eldrazi Saproling tokens

1 month ago

Nice, simple idea for modern. I think the secret to running budget black decks are a lot of hand disruption and a stable manabase. If you can find some of the more budget b/g lands, that will help. Llanowar Wastes, that sort of thing. Scythe Leopard, Gatecreeper Vine and Liliana's Elite are likely to underperform compared to some other dirt-cheap options.

General advice- go heavy on one colour so that you can pack your deck with cards of that colour then leave the other for later in the game, where you can afford to be paying mana with lands that come into play tapped.

This means either early game black (hand/board disruption) or early game green (Elves of Deep Shadow/Sakura-Tribe Elder). What you choose to focus on can then inform the cmc and gamplan for the rest of your cards. Either way, lots of 1 and 2 drops will help you survive.

I'll start with disruption options- Vendetta, Victim of Night, Smother, Geth's Verdict Bile Blight etc for creature removal, Duress, Black Cat, Ravenous Rats, Rotting Rats, Nezumi Bone-Reader and Thoughtpicker Witch for hand disrution are all solid choices that match your game plan.

Card advantage options- Night's Whisper/Sign in Blood Dark Prophecy/Fecundity/Grim Haruspex

Interesting or efficient creature options Rot Shambler/Mortician Beetle (growing threats), Zulaport Cutthroat/Blood Artist (lifedrain and victory without attacks with a sacrifice outlet), Dross Harvester (bolt and path resistance), Ogre Slumlord for rat tribal combo , Pawn of Ulamog/Sifter of Skulls for more tokens, Quirion Dryad/Vinelasher Kudzu for growing threats Bloodthrone Vampire/Indulgent Aristocrat/Carrier Thrall for vamp tribal, Nest Invader for more token/ramp, Boneyard Wurm/Satyr Wayfinder/Graveblade Marauder/Nighthowler/Splinterfright/Gnarlwood Dryad are all fairly functional for a more graveyard-reliant setup, and Svogthos, the Restless Tomb is a cheap and functional manland.

Green stall so you can increase cmc- Druid's Deliverance, Jaddi Offshoot, Brindle Boar, Dark Heart of the Wood, Feed the Clan

Useful tools Grisly Salvage, Golgari Charm,

Sideboard options Elvish Eulogist(in an elf heavy list) Elvish Hexhunter Vampire Hexmage Bottle Gnomes Dryad Militant Delirium Skeins etc. There is a lot out there in these colours.If a lot of cards are ending up in the graveyard as the game draws out, spells like Hooting Mandrills, Gurmag Angler or Become Immense start becoming more valuable.

Less favourable cards that didn't quite cut it in are also good to look for- Putrid Leech/Rakshasa Deathdealer/Woodlurker Mimic beatdown for example.

Sacrifice creatures for card advantage is a solid archetype that has had a lot of support printed over the years, from No Rest for the Wicked to Korozda Guildmage.

The question is always going to be what is my opponents plan, and how do I stop that- are my opponents playing Rest in Peace or smilar to deal with graveyard shenanigans, will they kill me before I kill them as every card in their deck is effectively Lightning Bolt, or will they be able to Remand all my spells while they hit me with Delver of Secrets  Flip. Things that disrupt their plan are usually good, especially when they help your plan.

There are a lot of cards to much around with and play- I'd reccomend testing online before going hunting for things specific, focus on a single strategy when picking cards and if you choose to go less-budget, focus on lands first. Reliably casting spells is the core of the game.

Duke.Fleed on How to lose friends, but win Games

2 months ago

I really like the creativity in this deck. If I may suggest a couple of things to improve it though: it needs more focus, it needs to be faster.

Addressing the first thing, focus, I would say picking one or two of the infinite combos and building the rest of the deck to support it would produce more consistent results. For example, if you have a game where you have Sage of Hours and Sandsteppe Mastodon but no mana acceleration or bounce to hand effects then you're screwed. If I was to focus on which infinite combos result in the best outcome most of the time I would chose infinite turns, which probably requires infinite mana as well. That means cut Essence Warden Voracious Wurm Commune with the Gods Crater's Claws and Feed the Clan. This leaves you a lot of room to change around some stuff to better support your infinite turns game plan.

Before I suggest cards to add, I want to go over the mana acceleration bit real quick. Modern is a historically turn 4 format, but recently decks are going faster or are able to grind through anything into a longer game. I would say the best bet for this deck is to try to run fast because in order to grind you need to devote most of your slots to interaction and I don't think a combo deck like this has room for that. Additionally, in order for this deck to not scoop to creature removal, you need to be able to combo off in one turn without leaving your pieces vulnerable beforehand. So, with this in mind, I would devote most of the new slots we cleared up to generating momentum.

Here are a few cards I would suggest: Garruk Wildspeaker, Utopia Sprawl + Arbor Elf, Paradox Engine, Harmonize, Nykthos, Shrine to Nyx, Voyaging Satyr, Primal Command, Summoner's Pact, Kiora, Master of the Depths.

These are just a few jumping points. Hope this helped. Good luck with your deck building.

Jagd_Tallgeese on Yasova

2 months ago

If you want the most out of Yasova, you may want to get cards that boost her power so you can steal your opponents creatures. Cards like Hardened Scales and Experiment Krajj would be good places to start. Anything that gives her +1/+1 counters like Momentum would be a must have for late game when it only becomes harder to grab the bigger creatures. A few more sacrifice outlets can be useful such as Feed the Clan, Altar of Dementia, and Ashnod's Altar. There are cards like Mycoloth with the devour mechanic that can be used to rid yourself of those same creatures after they have exhausted their usefulness.

Snapdisastermage on The Fiend

2 months ago

Burn Interaction: Does he have a crack effect in his hand? Should I play this Kitchen Finks? If it gets cracked I lose. I'll wait to Feed the Clan in response to his Atarka's Command

GBx Interaction: I'll Inquisition of Kozilekfirst so that way I can set up my Thoughtseize for turn 2. I'll flash in this Snapcaster Mage to block Tarmogoyf And flash back Lightning Bolt to finish it. I'm going to sandbag my lands to insulate my drawstep from Kolaghan's Command And Liliana of the Veil

Affinity interaction: I am going to use my Arcbound Ravager ability in response to the Anger of the Gods to make mySignal Pest large enough to survive the and I'll have a threat left over.

Lantern interaction: oh that's a Kolaghan's Command, I'm gonna mill it as it is a threat to my strategy. Snap keep Stony Silence Or I hope he runs out of millrocks in the next 100 turns so I can maybe top deck a Creeping Corrosion See the difference?

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