I can take a shot at my perspective:
FURY ROAD: Players can only have one patroller at a time.
I think this favors P1 pretty well regardless. P2 only having 1 patroller is very difficult to contend with, Zhav did well to use Jail as further. Red is probably the only color that fares well as P2 in this matchup. Zhav did well as P2 but very tough for Blue P2 with all Black’s options
FLAGSTONE MINES: Players can hire any number of workers per turn.
This map helps blue a little, gets them to tech 2 faster and thins the deck better. Black is good with the standard gold econ.
BIG GAME HUNTERS: Each player gets an extra [2 gold] during each of their upkeeps.
I assumed the extra gold would make it such that Blue has an easier time surviving early, and that was true. However Black can spend the gold on extra card bleed and make things really hard on Blue’s hand size, leaving little use for the extra gold. I think advantage Black on this one, Blue had some fortunate draws as P2 that squeaked a win, Zhav was overall pretty on point with Garrison draws in this series. I had a rough draw with StW here
HARD TIMES MILL: Workers cost an extra [1 gold] to hire.
I think this favors Black, who works much better with gold constraints, though P2 seems the bigger advantage that, combined with very good draws, gave Blue a P2 win.
NO RUSH 15 MINUTES: Prevent all damage until after each player has taken 4 turns.
By far the biggest advantage Blue can get. I almost had a cheeky way in with Death and Decay, but draws lined up for Free Speech to shut that down
DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
This one is very tough for Blue, who needs to thin the deck to get good access to counter-measures. Dark Pact and Graveyard and Soul Stone make things a lot easier on Black (and demonology in particular). I played P2 very poorly
MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.
P1 Combat Heroes (Vandy + Oni) were too much to handle, Soul Stone + Gargoyle / Jandra seem like great choices (as does Doom Grasp for dealing with the Oni) but still I think primarily P1 favored.
BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.
Think this generally favors Black. I made a bone-headed play as P1 that lost me a game but overall, Black has the tools to dominate Blue’s heroes and that leaves Blue hard pressed to stop Black’s heroes.
PINNACLE: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.
Art of War is extremely powerful in this matchup, as are Free Speech and Carrion Curse. Very rough for Black, though Zhav’s garrison luck was on point yet again
VORTOSS RUINS: Players can’t build the heroes’ hall or tech lab add-ons, but automatically get their effects.
I think this one favors P2 slightly and Blue slightly. We both made odd errors / good P2 techs, so hard to tell. Probably the one I think could go a lot of different and interesting ways
BLOODBOWL: All units have +1 ATK and haste.
Necro is S+ tier on this map, Blue hardly stood a chance.
LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.
It was a miracle I pulled off a win here, Truth is S+ tier and should win pretty unequivocally. This map is just plain silly.