Toralf, God of Fury // Toralf's Hammer
Excess damage had spent years as pure waste: overkill a two-toughness creature with a four-damage burn spell and the surplus two simply evaporated. This reroutes it. Point a Fireball at something small (or better, let a doubler inflate the numbers first) and the leftover bounces to a second target of your choosing, which can itself be overkilled to trigger the ability again. That recursion is the design's real teeth: a single well-sized burn spell into a board of small creatures can cascade into a chain that clears the width and still leaves a shot for the opponent's face. What keeps it from being an unconditional wrath is the word noncombat and the clause any target other than that permanent, so the damage never loops back into the creature that generated it.
The back face is the escape hatch this era of God cards leaned on: a build-around payoff that would otherwise sit dead against control arrives instead as an Equipment, a repeatable three-damage cannon that swells a legendary carrier. Because this is a modal double-faced card, you pick which side to play from hand, so the Hammer is never dead weight when the God is stranded. But the two halves are not simultaneously available: cast the Equipment and the God is nowhere, not lurking behind it. Only by activating the Hammer, which returns it to your hand, do you regain the God as a castable option. Deploy the artifact, pressure with it, then trade the activation back for the summon.



