Now that the tempo openings and coin flip "abuse" are gone with the introduction of the hand limit (and everyone is chilling out and playing engines), the gravity of the situation has actually shifted from the strong opening to the crushing finisher. With Homecoming, it's very well possible to save up on points and play a final card that can easily swing for more than all the previously played points in the round. This means that the one who has the last say, is the one that decides the game.
For this to happen, you'll have to win round one, which results in the opponent having to go first in the third and final round. In order to do that and not lose card advantage, you can play until you have four cards left because then you can still dry pass in round 2 and have a full hand in round 3. To push your opponent out, you make a tempo play on the breaking point of 4 cards in hand, forcing your opponent to pass or go down two cards. Then, having last say in round 3, you can whip out your behemoth, like Aglaïs. The opponent has no means to respond to this, unless (s)he is using Ciri (to regain card advantage) or stuff like Pitfall Trap (which doesn't work against a damage finisher like Regis). Successfully playing these cards, usually means protecting them with Eredin's Immune ability. If your opponent is using the same shenanigans, then it does, once again, come down to the coin flip. Maybe Monster Froth can win with sheer numbers, dare I say it, which is basically a trip back to Open Beta.
Incidentally, most rounds will play out the same because of the above: play 6 cards in round one, dry pass in round 2 and have a full hand in round 3. Sometimes, you can use round 2 to unload bad cards or you can try to go for a 2-0, if you won on even cards in either case.
TL;DR: Finishers will be too dominating and players will respond by favoring Eredin with Ciri or maybe Pitfall Trap, leading to a binary control and counter control meta where the 2nd round usually doesn't matter.
For this to happen, you'll have to win round one, which results in the opponent having to go first in the third and final round. In order to do that and not lose card advantage, you can play until you have four cards left because then you can still dry pass in round 2 and have a full hand in round 3. To push your opponent out, you make a tempo play on the breaking point of 4 cards in hand, forcing your opponent to pass or go down two cards. Then, having last say in round 3, you can whip out your behemoth, like Aglaïs. The opponent has no means to respond to this, unless (s)he is using Ciri (to regain card advantage) or stuff like Pitfall Trap (which doesn't work against a damage finisher like Regis). Successfully playing these cards, usually means protecting them with Eredin's Immune ability. If your opponent is using the same shenanigans, then it does, once again, come down to the coin flip. Maybe Monster Froth can win with sheer numbers, dare I say it, which is basically a trip back to Open Beta.
Incidentally, most rounds will play out the same because of the above: play 6 cards in round one, dry pass in round 2 and have a full hand in round 3. Sometimes, you can use round 2 to unload bad cards or you can try to go for a 2-0, if you won on even cards in either case.
TL;DR: Finishers will be too dominating and players will respond by favoring Eredin with Ciri or maybe Pitfall Trap, leading to a binary control and counter control meta where the 2nd round usually doesn't matter.