This card has too much burden of knowledge on the player. There's no way to fit sufficient information on the card for a player to make informed decisions. Where would you learn about the card in-game? Even if Adrenaline or Antimatter have weird interactions which aren't readily apparent, at least they fully describe the basic effect on the card.
A simpler card would go like this "If creature X is killed, effect Y happens." A retributive effect like that could be cool, and adds a different card other than Voodoo Doll to punish CC.
Burden of Knowledge
This is a VERY common pattern amongst hardcore / novice game designers. This is when you do a complex mechanic that creates interesting gameplay -- ONLY IF the victim understands what is going on. Rupture is a great example -- with Rupture in DOTA, you receive a DOT that triggers if you, the victim, choose to move. However, you have no way of knowing this is happening unless someone tells you or unless you read up on it online... So the initial response is extreme frustration. We believe that giving the victim counter gameplay is VERY fun -- but that we should not place a 'burden of knowledge' on them figuring out what that gameplay might be. That's why we like Dark Binding and Black Shield (both of which have bait and/or 'dodge' counter gameplay that is VERY obvious), but not Rupture, which is not obvious.
In a sense, ALL abilities have some burden of knowledge, but some have a lot more -- the ones that force the opponent to know about a specific interaction to 'enjoy' the gameplay have it worst.
...all mechanics have some burden of knowledge, and as game designers, we seek to design skills in a way that gives us a lot of gameplay, for not too much burden of knowledge. If we get a lot more gameplay from something, we are willing to take on more burden of knowledge -- but for a given mechanic, we want to have as little burden of knowledge as possible.
Source =
http://www.leagueoflegends.com/board/showthread.php?t=293417The above anti-patterns of gameplay are a good read for any game design work you might get into.