Toralf, God of Fury // Toralf's Hammer is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Trample Whenever a creature or planeswalker an opponent controls is dealt excess noncombat damage, Toralf deals damage equal to the excess to any target other than that permanent. Equipped creature has ",
, Unattach Toralf's Hammer: It deals 3 damage to any target. Return Toralf's Hammer to its owner's hand." Equipped creature gets +3/+0 as long as it's legendary. Equip
Complete guide
Toralf, God of Fury is a powerhouse in aggressive red decks, turning efficient burn spells into a cascading chain of destruction. Whether you are wielding his divine lightning or his heavy hammer, Toralf ensures that no damage is ever truly wasted.
What it does
Toralf, God of Fury has a triggered ability that monitors noncombat damage dealt to your opponents' creatures and planeswalkers. If a source deals more damage than is necessary to destroy the creature or remove all loyalty from the planeswalker, Toralf triggers to deal that extra amount to a new target. Note that for creatures, lethal damage is usually their toughness, but if a source has deathtouch, anything over 1 damage is considered excess. The back face, Toralf's Hammer, is an equipment that grants a legendary creature a significant power boost and a repeatable ability to throw the hammer for damage, returning it to your hand in the process.
How it resolves step by step
When a noncombat source deals damage to an opponent's creature or planeswalker, first determine if the damage exceeds the 'lethal' threshold (toughness for creatures or current loyalty for planeswalkers). If it does, Toralf's ability triggers and is put onto the stack. You then choose a target for this new instance of damage. When the ability resolves, Toralf himself deals the excess damage. Crucially, because Toralf is dealing noncombat damage, if this new damage also results in excess on a creature or planeswalker, the ability will trigger again, potentially creating a chain reaction.
Common Mistakes
A common mistake is forgetting that Toralf's Hammer returns to your hand only if the ability resolves successfully. If the target of the Hammer's ability becomes illegal (such as gaining Hexproof), the ability is removed from the stack, the damage is not dealt, and the Hammer remains unattached on the battlefield. Additionally, remember that while you can cast either side from your hand, if an effect puts Toralf onto the battlefield directly without casting, it will always enter as the creature side.
When to play it
Play Toralf when you have a board state or hand full of noncombat damage sources. He is particularly effective against 'token' decks with many small creatures; a single high-damage spell like a board wipe can result in a massive amount of excess damage that you can redirect directly to your opponent's face for a win.
Interaction examples
If your opponent controls a Solemn Simulacrum (2/2) and you target it with a spell dealing 5 noncombat damage, 3 damage is considered excess. Toralf's ability triggers, allowing you to deal 3 damage to any other target, such as the opponent themselves or another creature.
With Roaming Throne on the battlefield naming 'God', Toralf's triggered ability will trigger twice whenever excess noncombat damage is dealt. If you deal 2 excess damage to a creature, you will get two separate Toralf triggers, each dealing 2 damage to a target of your choice.
If you equip Solemn Simulacrum with Toralf's Hammer, the Simulacrum gains the ability to deal 3 damage. When you activate this, you unattach the Hammer as a cost. The Hammer itself is the source of the 3 damage. If the damage is dealt and the ability resolves, the Hammer returns to your hand, ready to be cast as the God side next turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Toralf, God of Fury // Toralf's Hammer
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The creature equipped by Toralf's Hammer is the source of the activated ability, but Toralf's Hammer is the source of the damage. For example, if the equipped creature is green, that ability can't target a permanent with protection from green. It could target one with protection from red, though the damage would be prevented as it would have been dealt by a red source (Toralf's Hammer).
No other card is named in this ruling.
- #2· Wizards of the Coast
If the target is an illegal target as the ability tries to resolve, the ability won't resolve and none of its effects will happen. You won't return Toralf's Hammer to its owner's hand.
No other card is named in this ruling.
- #3· Wizards of the Coast
You unattach Toralf's Hammer as part of the cost of activating the ability. If the ability doesn't resolve, Toralf's Hammer doesn't become reattached.
No other card is named in this ruling.
- #4· Wizards of the Coast
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
No other card is named in this ruling.
- #5· Wizards of the Coast
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
No other card is named in this ruling.
- #6· Wizards of the Coast
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
No other card is named in this ruling.
- #7· Wizards of the Coast
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
No other card is named in this ruling.
- #8· Wizards of the Coast
A creature has been dealt excess damage if one or more sources deal more damage to it than the minimum amount of damage required to be lethal damage. In most cases, this means damage greater than its toughness, but consider any damage already dealt to it that turn.
No other card is named in this ruling.
- #9· Wizards of the Coast
A planeswalker is dealt excess damage if it's dealt damage greater than its current loyalty.
No other card is named in this ruling.
- #10· Wizards of the Coast
Even 1 damage dealt to a creature from a source with deathtouch is considered lethal damage, so any amount greater than that will cause excess damage to be dealt, even if the total amount of damage isn't greater than the creature's toughness. Note that a source of damage having deathtouch has no effect on damage dealt to planeswalkers.
No other card is named in this ruling.
- #11· Wizards of the Coast
If a permanent is both a creature and a planeswalker, the minimum amount of damage to be considered lethal damage is used to determine if excess damage has been dealt. For example, if a 5/5 creature that's also a planeswalker with three loyalty counters on it is dealt 4 noncombat damage, it's been dealt 1 excess damage and Toralf's ability will trigger.
No other card is named in this ruling.
- #12· Wizards of the Coast
It doesn't matter if a creature or planeswalker an opponent controls was dealt combat damage earlier in the turn. The only thing that matters is that the damage dealt to that permanent that caused excess damage to be dealt was noncombat damage.
No other card is named in this ruling.
- #13· Wizards of the Coast
Toralf's ability doesn't affect the damage dealt to the creature or planeswalker an opponent controls. That damage will still be dealt as normal.
No other card is named in this ruling.
- #14· Wizards of the Coast
The damage Toralf deals because of its triggered ability is noncombat damage. That damage may cause Toralf's ability to trigger again.
No other card is named in this ruling.
- #15· Wizards of the Coast
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
No other card is named in this ruling.
- #16· Wizards of the Coast
A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
No other card is named in this ruling.
- #17· Wizards of the Coast
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
No other card is named in this ruling.
- #18· Wizards of the Coast
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
No other card is named in this ruling.
- #19· Wizards of the Coast
In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Toralf, God of Fury // Toralf's Hammer + Blasphemous Act
- 1Cast Blasphemous Act by paying at most
, dealing 13 damage to each creature.
- 2Each creature an opponent controls who was dealt dealt excess damage this way causes Toralf to trigger.
- 3Resolve the first Toralf trigger, dealing an amount of damage to an opponent.
- 4Repeat step 3 for each remaining trigger.
Toralf, God of Fury // Toralf's Hammer + Star of Extinction
- 1Cast Star of Extinction by paying
, destroying target land and dealing 20 damage to each creature and each planeswalker.
- 2Toralf triggers for each creature your opponent control that is dealt excess damage this way.
- 3Resolve a Toralf trigger, dealing damage equal to the excess damage to any target.
- 4Repeat step 3 for each remaining trigger.
Toralf, God of Fury // Toralf's Hammer + Dawnsire, Sunstar Dreadnought
- 1Declare any creature as an attacker. Dawnsire triggers, dealing 100 damage to a creature or planeswalker an opponent controls.
- 2Toralf triggers, dealing daamge equal to the excess damage dealt in step 1 to any target.
Toralf, God of Fury // Toralf's Hammer + Ajani's Presence + Furnace of Rath
- 1Cast Ajani's Presence by paying
total, giving two creatures an opponent controls indestructible until end of turn.
- 2Deal noncombat damage to one of the indestructible creatures, dealing an increased amount of damage instead due to Furnace of Rath.
- 3Toralf triggers, dealing an amount of damage over the excess damage to the second indestructible creature due to Furnace of Rath.
- 4Toralf triggers, dealing an amount of damage over the excess damage to the first indestructible creature due to Furnace of Rath.
- 5Repeat from step 3 an arbitrarily large number of times.
- 6Resolve a Toralf trigger, dealing infinite damage to any target.
Toralf, God of Fury // Toralf's Hammer + Deathless Angel + Dictate of the Twin Gods
- 1Activate Deathless Angel twice by paying
, giving two creatures an opponent controls indestructible until end of turn.
- 2Deal noncombat damage to one of the indestructible creatures, dealing twice that much damage instead due to Dictate of the Twin Gods.
- 3Toralf triggers, dealing twice the excess damage to the second indestructible creature due to Dictate of the Twin Gods.
- 4Toralf triggers, dealing twice the excess damage to the first indestructible creature due to Dictate of the Twin Gods.
- 5Repeat from step 3 an arbitrarily large number of times.
- 6Resolve a Toralf trigger, dealing infinite damage to any target.
Toralf, God of Fury // Toralf's Hammer + Deathless Angel + City on Fire
- 1Activate Deathless Angel twice by paying
, giving two creatures an opponent controls indestructible until end of turn.
- 2Deal noncombat damage to one of the indestructible creatures, dealing an increased amount of damage instead due to City on Fire.
- 3Toralf triggers, dealing an amount of damage over the excess damage to the second indestructible creature due to City on Fire.
- 4Toralf triggers, dealing an amount of damage over the excess damage to the first indestructible creature due to City on Fire.
- 5Repeat from step 3 an arbitrarily large number of times.
- 6Resolve a Toralf trigger, dealing infinite damage to any target.
Toralf, God of Fury // Toralf's Hammer + Deathless Angel + Taii Wakeen, Perfect Shot
- 1Activate Deathless Angel twice by paying
, giving two creatures an opponent controls indestructible until end of turn.
- 2Deal noncombat damage to one of the indestructible creatures, dealing an increased amount of damage instead due to Taii Wakeen.
- 3Toralf triggers, dealing an amount of damage over the excess damage to the second indestructible creature due to Taii Wakeen.
- 4Toralf triggers, dealing an amount of damage over the excess damage to the first indestructible creature due to Taii Wakeen.
- 5Repeat from step 3 an arbitrarily large number of times.
- 6Resolve a Toralf trigger, dealing infinite damage to any target.
Toralf, God of Fury // Toralf's Hammer + Deathless Angel + Fiery Emancipation
- 1Activate Deathless Angel twice by paying
, giving two creatures an opponent controls indestructible until end of turn.
- 2Deal noncombat damage to one of the indestructible creatures, dealing an increased amount of damage instead due to Fiery Emancipation.
- 3Toralf triggers, dealing an amount of damage over the excess damage to the second indestructible creature due to Fiery Emancipation.
- 4Toralf triggers, dealing an amount of damage over the excess damage to the first indestructible creature due to Fiery Emancipation.
- 5Repeat from step 3 an arbitrarily large number of times.
- 6Resolve a Toralf trigger, dealing infinite damage to any target.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.



Solemn Simulacrum
Roaming Throne








