So you're saying that if the first initiative player is a wizard who summons and enchants a razortusk round 1, I should be putting armor on my mage or something round 1, and then if they beef up the razortusk even more round 2, it would be a good idea to increase my mage's armor even more. Or alternatively, I could summon a creature to guard me and enchant it with arcane ward round 1 to prevent it from being shrunken on round 3, and then round 2 put two armor on my mage. Then not do the actual opening moves of my strategy until round 3? Please elaborate.
Competitively speaking, shouldn't you be preparing for what the opponent does anyway? There's no reason that the "actual opening moves of your strategy" and "countering the opponent's strategy" need to be mutually exclusive. It's always easier said than done, but the above is true in competitive Arena play as well
Not quite the same. Using halewijin's example, if player 1 is a wizard who summons and beefs up a razortusk with enchantments during the setup rounds, if you're playing a sailfin deck, you might want to first summon a redcrested cockatrice, enchant it with giant size, then round 2 enchant it with arcane ward (to stop shrink) and cast a dodge on yourself (in case of panther stealth). Then round 3 after player 1's razortusk has attacked, reveal giant size on your cockatrice if necessary (don't extend it if you don't have to), then cast exile on the razortusk and equip yourself with wispwillow amulet. Round 4 you have 10 or 12 mana and it's your initiative. Guard with the cockatrice and if your arcane ward is gone by now you can qc a hoodwink on it, otherwise don't qc yet. When the razortusk tries to attack again, reveal exile for 3 mana and extend it for 2. You should either have 3 mana (giant size revealed, arcane ward triggered) 5 mana (giant size revealed, arcane ward not triggered), 6 mana (giant size not revealed, arcane ward triggered), or 8 mana (giant size not revealed, arcane ward not triggered). You should try to summon either a genie or your hydra next round, depending on how much mana you have and what your opponent is doing.
That is when you go second. If you have initiative first, however...
R1 wispwillow amulet
R2 saiflin hydra
After that, go to town.
When you go second, you have to cast your wispwillow amulet and summon your sailfin hydra AFTER you've done the other stuff listed above. In other words, your setup rounds and your opening would not be the same thing.
I'm still not entirely sure whether this is the case. I'm hoping to test it.