The Arena PvP has a fantastic core game. I am enjoying the crap out of playing it, but its weaknesses are repetitiveness and the simple ability for players to copy each others deck and then follow a step by step placement formula/plan without really engaging in active thought/strategy. As it is, it also lacks the elements that force you to rethink strategies on the fly as much as I would like.
This suggestion will require each deck to have multiple strategies in place, and require rethinking your strategy on the fly to counter your opponent.
This suggestion is to add two ban phases. One phase happens right at the start of the game. This would let you ban 3 opponent cards right out of the gate. You could target his late game Illuvials, his opening Illuvials (ban his toxic illuvials, or cheap ones), his core synergy (like remove 2 empath, so 7 empath is no longer possible), or his key augments. However, Weapons/Armor will not be bannable. The more you understand what your opponent is likely to play the more likely you'll be able to ban his best illuvials/augments.
The second ban phase comes after the third round is played. This would allow you to ban 3 more cards after you have seen them place several Illuvials down. This would allow smart players to target their opponents most likely cards to be played next, including key augments for the illuvials or key illuvials that match synergies on the board. You cannot ban Illuvials that are already on the board, so playing an illuvial in the first three rounds protects it from second round bans.
Each game you might be playing different opening illuvials/late game Illuvials, and your syngergies might also be different. It's up to the players skill and understanding of the game to decide which way to pivot each match based on which ones are banned.
We would need to expand the existing deck size by 6 additional cards so that players would have more flexability for the 6 banned cards. Thoughts? @hoary schooner