The main thing I pointed out is that you actually
don't really have a full card more when you're on the draw. Here's the exact situation when on the play and on the draw:
OTP:
1. During your turn: equal amount of cards, one land drop more
2. During opponents turn: one card less, equal amount of land drops
OTD:
1. During your turn: equal amount of lands, one card more
2. During opponents turn: equal amount of cards, one land drop less
When you are on the draw, only in half of the situations do you actually have a card more. In your opponents turn, you have an equal amount of cards. Only during your own turn you're that one card up. So my reasoning would be:
OTP:
+ I have the initiative because of my extra land drop.
+ I have an equal amount of cards during my own turn, which is the most relevant turn since I have the initiative.
- If I lose the initiative because I miss a land drop, my opponent can take over during his turn because he has a card more and a land drop more.
- If I play something and it gets countered, my opponent can take over during his turn because he has a card more and more mana (I spent mana on that spell).
=> Be careful not to lose the initiative. Missing land drops is bad.
OTD:
+ I have a card more during my turn, so I have more options and I am able to plan my game play better.
- I will have a card more, but an equal amount of mana during my own turn, so if I cast a spell for mana I will have less mana to use to protect my spell. This makes it hard to proactively try to profit from the fact that I have a card more during my turn.
- During my opponents turn, we have an equal amount of cards but I have a land less. So he can cast a CMC1 spell and have the same amount of mana to use for stack interaction as myself. The math tells me I need to have a better hand than him to be able to stop him from actively casting CMC1 cards during his turn.
+ If my opponent casts a CMC1 spell, during my next turn I will have a card more and a mana more. This gives me an opportunity to take over the initiative and actually make use of the card more situation during my own turns.
=> Be patient and just make land drops during your turn. Take over after the opponent tried to make use of his initiative.
Conclusion:
Both players profit most from doing a grand total of nothing during their own first few turns. Doing something OTP runs the risk of losing the initiative. Doing something OTD runs the risk of just losing the card you wanted to play, and puts you two (or more) mana behind during the opponents next turn. So pro's and con's considered, being on the draw gives you more options (so easier planning early game), less risk of missing a land drop, and a strong position for a counterattack. The trade-off is that you don't have the initiative from the get go, which could be devastating if the opponent draws the nuts.
Possible solutions:
I: Play a land more than him. (Missing land drops is bad!)
II: Choose OTP and side in 4x
Ancestral Vision. You get to suspend it quickly, but you are untapped when it resolves, so you have mana to protect it. You can suspend it turn one and have two lands untapped when he is first able to cast Counterbalance. Vision will (if it resolves) also solve the (half) card down problem.
Thoughts?