- Double Adrenaline = Creature's attack strength is doubled, but it dies at the end of its controller's turn. (This isn't the same as doubling damage, since the extra attack decreases the bonus from adrenaline.)
Why you should use it then? The most creatures will even become weaker. The only use for double adrenaline I see is the same like unburrowing shrieker for the final hit.
As creature control it wouldnt be really good and how often both have adrenaline?
I think the creature should get stronger at least for this 1 turn.
In addition it would kill the idea that small creatures are better for this skill. With attack strength doubled a frog would have "5*2" instead of "5+4+2", but a ruby dragon would have "2*15" instead of "15+5".
I like this idea a lot. It would offer some conditional control to Life as well as open up new opportunities for double buffing and double debuffing in the game. I mostly would like to see and wonder what a double dosage of Blessing would do, as it doesn't see much play.
Its a idea, but what about people that use 4 or 5 blessings on the same creature?
Will it work 6 times?:
blessing
"holy"
blessing +"holy"
"holy"+"holy"
"holy"+"holy"+blessing
.....
(scaredgirl called it holy, so I use it too)
[li]Double Gravity Pull = Creature dies at the end of the opponent's turn, if it hasn't already been killed by attacks. Upon death, it absorbs X/12 (rounded up) quanta per element from the opponent, and gives its controller 1 HP per absorbed quantum, where X is the sum of its HP (at the beginning of the turn) and the HP of each creature that attacked it.[/li][/list]
Isnt it a bit much? X/12 a flying titan or other hp creatures?
With a mono
several dragons and 2 flying titans:
(2 * 70 +3*30)/12 = 19,16
Maybe you should consider, that this "double effects" could be too OP if there are not only spells (like with adrenaline),that are able to cast this effect, but also monsters(like gravity pull).(except nymphs)
With adrenaline and without nymph you only have 6 charges, with other spells much more.