Here’s an example match: http://forums.sirlingames.com/t/cafs-2016-zhavier-mono-green-vs-carpeguitarrem-mono-red/602?u=ericf
To give you some specific answers to your specific questions:
Going first vs. second is hugely important, and many plans that work on one side don’t work on the other. For example, going first Red can play turn 1 Makeshift Rambaster and deal 3 immediate base damage, and then continue leveraging its Haste and other direct damage to clear the patrol zone and keep hammering on Green’s Base (ignoring the tech buildings, and often ignoring any back-row heroes in favor of just dealing Base damage).
There are some good general guidelines here, it covers all 7 starter decks, but just read the Red and Green sections.
Generally speaking, you look to Spells to counter what your opponent is doing, and your Tech II is more proactive. Generally you go Anarchy Tech II if you’re planning on getting to Tech III (Pirate Gunship is the best Tech III card in the game), or if you are on the afore-mentioned direct base damage plan (haste + stealth is a great combination for this, and Monkeys stick around to provide last-ditch blockers, unlike the Blood alternatives). Feral is typically either as a follow-up to Calamadra summoning Tigers (so you can re-play them), or for Gigadon (this is not a good plan against Blood, though).
Add-ons worth using:
Late-game, Red can use a Tech Lab (for Anarchy) when/if they build their Tech III. Green might Tech Lab to be able to re-play something off-spec that got pulled directly into play (a Tiger, or Circle of Life target).
Red might also want a Hero’s Hall instead of or in addition to their Tech II, especially if they played Jaina or Drakk early, and had that hero survive. Green might want a Hero’s Hall late game instead of trying for a Tech III (typically, this would be if green has a max-band Arg in play that is unlikely to die due to better targets existing, and wants to ensure that he can summon a specific hero next turn in order to cast a critical spell, but either already has a second hero in play, or is worried that his Tech II might get destroyed)
Either side benefits from a Tower, especially as Player 2. Tower helps protect against Calamadra’s Stealth (both on her Hero, and from her spells/units), and it also helps Ironbark Treant and Frogs actually trade with attackers (and protects against the Anarchy Tech II stuff).
Surplus is very expensive and fragile. Because it doesn’t re-build for free like a Tech II or Tech III building, you’re usually better off trying to use better cards, rather than more cards. Or just spend that 5 gold on getting a hero (already in play) to Max-band, which has a similar payoff (you get about 1 card of value each turn until the hero dies) and risk (hero has about 4 hp) as a Surplus.