The changes have improved things a good deal, but it doesn't solve the issue. The core problem is having a deck bloater that you can't get rid of. I get that you want it to be a slow mental "you can't resist" sort of deal, but that kind-of thing just unfortunately isn't conducive to fun gameplay in this kind of game. It's a lot less likely for you to just immediately lose if the enemy witch has cowbells, but I'm still finding myself in situations where it's just impossible to win. Hell, I got the witch to 5 allure, but by then my deck was almost completely full of bovine potions, and it just went downhill from there until I inevitably lost.
The limit on how many cowbells can be cast at once is a good start to fixing this issue, but cowbells are still just not fun to play against and it's still way too easy to just end up in a lose-lose situation.
Something you need to consider is how many potions the player has as well. Speed is a big factor in beating the cowbells, particularly with these changes. But you get a random choice of potions in each after-witch scene, and a random choice of potions to change to. Some are significantly weaker than others (like the expansion potion), and others are must-haves, but you sorely need accelerants and sometimes you just never get the chance to get more.