Openings in games are very important. why this though because if you screw up your opening it could ruin your chances of winning and make it hard to win.
EVO opening- lets start with a bit of history EVO stans for evolution because back in the old days before the lost warehouse this was the play to get xp for the cards. so the combonation is like this 6pillz 0pillz 6pillz despite this being an old tactic this tactic can be still used in the game of Urban-rivals.
advantages- reliable especially with a card like Hawk (R). sets u up for 2hit kos.
disadvantages- if a person plays no pillz u are screwed. if a person does the same thing and wins u will have lost not only pillz but have at big hole in your life. dosen't work against Piranas at all with their annoying pill mulnipulation.
bluff- simply play no pillz
advantages- puts u at an almost certain advantage into the next game. if you play it right can deplete your oppenent of pillz.
disadvantages- can be predicted especially when u have a blocker in your hand. if someone plays 2-4 pillz (e.g Jackie (R) or Hawk (R)) it can considered as a loss.
high powered counterbluffing- playing a high powered card like Hawk (R) at 2pillz.
advantages- catches your oppenent out and makes him lose alot of life for only 2 pillz. if the oppenent pillz out at least u will be at an advantage next round.
Nice summary. I'd like to add:
The "Screw it!" opening (what you called "bluff", i just want to say a bit more ). Play a card that won't help you without pillz. Admittedly this is not really a good opening but one born of necessity. Talk about a Nightmare player (low poer) facing a Jungo deck with >7 power on all, support extra attack and enemy power reduction. [almost certain loss anyway. I got the feeling that with new clans and higher power cards, Nightmare gets really pounded on. I win considerably less... but I digress]. The thing here is: there are games where you cannot win, only the opponent can lose. Sometimes you need to give him that opportunity to lose. Which is mostly giving him opportunity to spend pillz which won't really help him.
"Safe" opening: SOA+SOB card. Only works if oponent has no really high damage card. I like this with Dieter, personally. Variate with 0-3 pillz for unpredictability depending on situation. It is neither exactly defensive nor offensive... and will mess up quite a few of the more prevalent decks, i found. [but be aware: advanced players might simply be willing to throw their Kolos against a SOA... just because.]
Poison opening: well, play a poison card. Depending on situation it may be used as well as 1/0 pill bluff or seriously. This is more a "natural opener", then any advanced idea, though.
That said: finally a nice opening/how to pill thread! yay! I doubt it can get much better without explicit situation analysis.