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Spell usage went up a lot with the addition of the Arena Winning Streak. This isn’t something we planned for, it’s simply an effect of competitive players stacked against each other. We are however discussing internally how we should handle spells (@pappybear) and the impact it has on the Arena.
Spell usage went up because guys failed to notice that you left a loophole open, in which a player can force quit the app right after winning an Arena match, and then have all the same spells they just used available to them again after restarting. I observed this myself just a few days ago. In general the game is good about remembering the state of some things, such as your gems and feathers, when the app quits unexpectedly (either due to a crash or the player purposefully force quitting), but other things such as spells seem to snap back to the way they were on the last startup, or the last time the player entered the Arena screen.
Now imagine a player discovers this loophole after having acquired one of each spell. They will then log a ton of Arena runs using all five. Other players will get matched up against these runs time and time again. The only way one can even hope to keep up is to exploit the same loophole (or spend a lot of cash, I guess).
Making matters worse, you can forfeit a match at the very beginning (when first shown your opponent’s birds and spells, before pressing the button to begin the fight) without losing your ticket. This allows players who don’t mind resetting their winning streak to potentially play infinite matches on a single ticket, simply by always rejecting opponents they know they can’t beat at the first or second match (because winning the first match gives you a free ticket and forfeiting it at the very beginning loses you nothing).
It sounds to me like you guys could use some more thorough playtesters, to discover and close these loopholes before the players can use them to make the odds extremely unfair for everyone else.