@Youngbuck I'm going to keep this post clean for notes I have on the match up as we go along, will post first turn below.
Green Starter (vs Red) Analysis
Normally I am not a fan of this card, 3 for a 2/3 mostly seemed to me to be a waste of gold, but recently have seen some interesting plays by @ARMed_PIrate involving buffing a Ironbark to make it a nigh on impenetrable wall (for only 6 gold , shame it was against past, but I don't have to worry about Stewardess' here, just kidnapping)
Best one drop in the game imo (in the starting decks)
Best Starting deck combat trick in the game. I have seen this win games on it's own.
Good for stalling and recovering hand size when low on cards, I expect this to be used often on the P2 side of the match up.
Vanilla 2/2 for 2, good in a pinch or when going for token spam with midori Mid band (A strat I will want to try against Red).
A very interesting card, it has several niche uses. a Tech 2 rush (playing your first tech 2 T3/4 (for P2/1 respectively). Against the aggression red can put out, this seems like a strat that would back fire very often (still will want to try it out), and without Finesse for Leaping Lizards, it is probably too expensive to be down with out significant float (see prior problem). The second use is that of effectively giving your tech buildings +3 health, very useful if your tech 2 etc is the only thing keeping you in the game. Finally the flexibility of not playing for a tech building until you need it, (not useful on the Tech 1 as it's cheaper to just build the tech 1, but for Tech 2 + esp Tech 3, threatening to just play a TRex etc, with no opportunity for the red counter attack is very powerful)
Excellent early game defensive tool, giving you a blocker and counter attack potential, also works well into the token spam strategies.
Normally used to give your hero's a buff (Midori and Cal work best, as arg does like to sit back a bit, but early game a 2/4 or 2/5 arg can really give Red some headaches as they can lack the toughness the withstand the attacks).
Expect this to be worked. A lot. Even against slow decks, the return on this is normally to slow to be useful, and against red I really don't see the tempo loss going unpunished.
Similar to Playful panda this gives a great defensive body that has great counter attack potential. Against red (whose units toughness can be a problem, the lack of attack on the defensive can matter less the against other colours.