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.