@dcdennis: yeah, it's surprising how much fun this game can be in "casual mode." I'm not saying competitive isn't fun, but it's easy to forget the best parts of this game (back and forth challenge calculating and strategy, and outplaying your opponent with plots, etc) when all you play is your most tourney ready builds. I still think my article back on cardgamedb was right about the state of the game being somewhat non-interactive, but haven't heard many views on this recently so assume I'm in the minority.
On colluding, I think there's an important component that people are overlooking. If someone helps a meta mate, it isn't a random act of kindness. That supporter has a vested interest in the succes of the friend, and the meta as a whole. A major win elevates the reputation of the meta, and gives a friend a strong sense of satisfaction. Based on my own experiences with my meta mates, who are my best (and only) friends in New York, I can say that the biggest reason I play this game is the people, and I am particularly ecstatic when my friends win. I may not go out of my way to collude, but that's a personal preference, and all else being equal I will most likely help a friend in need over a stranger.
Similarly, if you get picked on because you ran a net-deck or even just unluckily the deck that an opponent has a personal dislike for, then it may feel arbitrary, but there is logic to it. The reality is that there are strong influencers outside the mechanics of the game that affect game outcomes. This is unavoidable for any game that has multiplayer interaction. Either designers restrict a player's ability to interact with opponents (like Dominion) or they accept that some people will get picked on and others aided for reasons that some describe as unfair.
So long as there are not significant in-game reasons to collude, the very significant and highly personal outside-the-game considerations will have a very large impact on outcomes. People aren't bad, but they are human.

