The issue is that some cards have a dramatic impact on the game if they hit, and thus are difficult to play a "safe" number of pills against. Much of UR's strategy lies in evaluating the risk of a card hitting vs the risk of a card being a bluff and you overpilling against it, and taking some course of action that you feel gives you the best fighting chance.
is definitely one such card, as he allows you to use something like 9 pills, almost guaranteeing a hit, and have enough pills to where walling even with the worst of cards is possible. Knowing that, it's difficult not to justify trying hard to beat him, because going low against him still means you probably have something like 33% odds of victory (since guessing how your opponent will wall is required.) On the other hand, pilling hard against him is just as devastating if he's a bluff.
The only answer to cards like that is to have a deck that isn't destroyed by making that bad call. There really are many ways to do that, from using mitigating cards to shut your opponent down, to having high-gap cards that put you in a good position to counter.
Focus on exploring these two scenarios:
1)You have a significant life advantage after Round 1, but at a cost of a very significant pill disadvantage. Do you still have at least a 50/50 chance to win?
2) You have a significant pill advantage after Round 1, but at a cost of a very significant life disadvantage. Do you still have at least a 50/50 chance to win?