Just as a preface to this topic I have organized and rebuilt TCG communities in my area for the better part of a decade and I have seen a trend that always causes problems if not outright death, called a negative growth curve which I am seeing happen in unranked PVP and it has me rather concerned cause it can effectively cause the death of PVP entirely if left unchecked.
So what is a negative growth curve?
Well in simple terms in any game you always want more players coming in than are leaving and part of achieving this is having an environment where they can learn against players of a similar skill level and to be blunt you aren't getting any of that in unranked pvp. Which is the introduction to pvp it's the thing that should get people hooked on the mode and want to learn more, but instead they get squashed so fast that you have no idea how it even happened or what went wrong you put people off pvp entirely because they feel like they can't learn or even have fun, cause the second they come out of spawn they die again and again, or if they are lucky they get to do it to the other side all this leads to most players not really sticking to it and slowly but surely the entrenched pvp players will also drop off for a myriad of reasons and eventually you will hit a point where you are losing more players than you are taking in.
How do you fix this?
Well frankly I don't have a good solution to most of it but I think one thing that could probably help a lot is separate solos and groups into their own ques yes it might make match making slower but fast match making doesn't mean much when you run out of people to play with.