Thor, Guardian of Midgard
Noncombat damage is a resource most decks squander, and this converts it directly into cards. The trigger fires on any source you control, so a burn spell to the face, a pinger tagging an opponent, or a damage-doubler stacked on top all feed the same engine: every point that lands on an opponent's life total exiles that many cards for you to play, but only through end of turn. The direction is narrow. Damage has to hit an opponent, not their creatures, so board-clearing pingers and battlefield-facing burn do nothing; the ability wants damage sent at players specifically. The end-of-turn clause is where the power gets paid for. This is not card advantage you bank; it is card advantage you spend now. Cards exiled unspent are gone, so each big damage event becomes a burst of mana and tempo you have to sink immediately rather than a hand you draw against later. The whole design answers direct damage's chronic weakness, that grinding a life total lower does nothing to develop your own hand, and pays it back in raw gas. A 5/5 flyer is a fast enough clock that the trigger rarely has to carry the whole plan, but the sharpest builds treat the body as incidental and the ability as the point: multiplayer-facing damage, repeatable pings, anything that scales the number up, since exiling more cards rewards volume over precision.
