Currently, mana potion works as follow: after all cascades and refilling the board, create 7-11 normal mana gems of that color for each mana potion that is matched/destroyed/exploded. 7-11 gem creation is roughly the same power level of spell of an epic troop. Clearly, back to when it was designed, it’s expected that only one mana potion was matched/des-ed/exp-ed at the same time. The first generation of mana potion troops (The Guardians: Aransi, Helgor, Jakal, Moshu, Rok’Gar, and Urielle) also reflect that.
However, PvP environment and Maelstrom Dago’Nath make mana potions flood the board now these days. Multiple potions matched, or more commonly destroyed/exploded at the same time creates great amount of gems, that makes extra turn almost guaranteed, and greatly drags out cascade sequence.
Moreover, MD’s 12-mana-potion-creation spell demands built-in extra turn, or it’s equivalent to giving opponent team a full mana charge, due to all those mana potions. But with built-in extra turn, it becomes more or less stoppable killing loop. That clearly shows mana potion needs a re-design.
Here’s my proposal:
When mana potion is matched/destroyed/exploded, first give all allies of that color 3 mana, then process normal match/destroy/explode effect as a normal mana gem of its color.
Basically, it becomes a weaker giant mana gem that also doesn’t explode, if there is only one ally use that color. If there’re two allies, it’s comparable with giant mana gem (potion’s +3*2 from effect and +1 from match/destroy vs. giant’s +5 and explode). If three or four, it’s stronger.
This proposal eliminates drag-out cascade sequence. Also it removes the demand of built-in extra turn in MD’s spell. Remove built-in extra turn makes MD more on par with Ctharrasque.