I do believe that cheap global removal in this game that offers nearly no downsides will always be problematic. But the issue was multiplied when vanar in particular was rewarded with even more tempo removal cards and was being benefited for using these cheap removal cards by in turn growing their own board presence.
I am fairly certain that if Songhai for example was the only Arcanyst faction noone would be this irritated because of the factions lack of tempo removal. So that would mean I could also build a board presence and be able to position myself accordingly to counter their arcanyst. But right now vanar can usually just eliminate your board while building theirs or freeze your units to make the game uninteractive.
I also do believe that changing the tribal of illusions will lower the power level of our current variation of arcanyst vanar however but not by much.
As for suggestions go I think that having an illusion tribe that revolves around secrets/traps and other gimmicks would be interesting and would inspire more thinking in a turn. These would be my submissions.
3 mana
5/2
Dying Wish: Give +2/+2 to all nearby minions
4 mana
4/4
Opening Gambit: Place two corrupted mana tiles.
Corrupted mana tile: Gain +2 mana and deal 3 damage to the unit. (Would appreciate help with wording)
7 mana
5/7
Provoke.
Next turn your opponent’s cards cost health instead of mana.
2 mana
2/2
Corrupt an active mana tile
9 mana spell
Your general gains attack and health equal to the enemy general’s.
5 mana
3/5
Opening gambit: Gain the ability of an enemy minion.
6 mana
2/3
Opening Gambit: All illusions transform into random enemy minions.
This was just me spitballing, would consider all suggestions.