pandabear wrote: I think activation in general needs to look at. When you can clear them they are exceedingly powerful, but when you can't ... they get stuck. Sometimes for the whole game, as they sink to the bottom. I would highly recommend having a system where activation tiles were less numerous, but were re-randomized every turn. This should prevent huge megacascades (esp with high counts like Disciple of the Ring), while also prevent something from just being useless after a few turns. It should also space out the activations over time.
Hibernum_JC wrote: The only real downside I can see (thinking about it for 2 seconds here!) is that it kind of defeats the "plan and attack" gameplay pattern that slowly emerges when playing - you can always try to work it so you can activate it on your next turn by making strategic matches that might not be the most beneficial mana-wise but can give you a big benefit with the activated abilities.