I don't think you should do the poison effect, cause Life's new shield (I blanked out I swear T_T) is totally capable of doing the same, and without you requiring to take so much damage initially. Hmm ...
I do like the dual spell combo idea, but just one poison counter makes it a bit underpowered. Why not make the creature get a poison counter equal to its attack? Therefore only high hp creatures will live thanks to their constitution and then the poison wears off, as in they survive the overdose. Oh and the adrenaline effect is also removed as their bodies have cleaned it clear of their system. Calling this Overdose sounds suitable to me ^^
For a dual Gravity Pull call this effect Fission where all its attack is converted to its health for twice the value. Or you can call it Instability and make it undergo alpha/beta/gamma decay (where it inverts the creature's attack but its attack slowly drops for gamma, temporarily becomes a quanta pillar for you for beta, and damages your opponent for 1 every turn for alpha) and when its attack hits 0 it dies. Also any creature near it becomes an Abomination!! Or a mutant xD
For a dual Momentum call this effect Collision. This "collides" with a Momentumed creature under the Collide creature's owner's control and now they both lose Momentum and their attack after the collision is the magnitude of the Collision creature's attack - Momentumed creature's attack. Also, if the owner of the Collide creature has no Momentumed creature then the Collision will collide with the owner of the Collide creature and suicide (causing damage equal to its attack).
Also, since earlier someone suggested that dual Momentum had a positive effect, here are positives for all three dual effects =D
Dual Adrenaline = Onslaught (Can't come up with a better name xD)
This creature now has 2 extra attacks, 1 if attack>6 and now heals the creature's owner for 3 every attack. You attack more often, and you're regenerating a fair amount.
Dual Gravity Pull = Void
All attacks to you are now reduced to 0, while all negative damage is still received (So those creatures that you've anti-mattered are still doing their job and betraying your masters). This effect acts as a permanent and is unstealable and is in play for 3 turns.
Dual Momentum = Impulse
Damage inflicted is now equal to the Impulse creature's attack and health as a sum. (This is treating the attack as v(velocity) and the health as m(mass) in the P = mv formula, but as an added sum (added sum because a 8*30 Massive Dragon is ... Did I hear OP? ^_^))
Now for request!! ^_^
With the ones above that's 1 for
and 2 for
. I think each element should have at least one combo. And some elements have combos with each other. Air and Water for example (ie the freezing shockwave). I like the
thawing
's Freeze, but I don't like the idea of hitting my own creature with fire bolt. Why not make it so that Rain of Fire causes all Frozen creatures to thaw due to the heat wave of its fires.