That is nowhere near a true representative of either faction at the moment. I have lost against 3p OS by turn 4 multiple times, and have not survived past turn 5 at all. I have NEVER....NEVER...NEVER lost against 3p FD, even when the matchup was clearly against me. FD typically wins by turn 7, maybe turn 5 if the draws are godlike. Either way, 3p FD are seldom seen for a reason....the deck has huge flaws. With Forerunner, Tempus, Cassiel, and a host of rather powerful angels and defensive spells like Banish, 3p OS can win by turn 4 on a consistent basis.
Yea I didn't realize how good OS was when I wrote that.
But what are the huge flaws of 3P FD? It's in a really strong place at the moment, a stumble heavy FD is almost an auto win against Tinker and Ramp decks. Flagbearer really shuts down a lot of ways people played around FD with Haste and Vigilance characters.
OS literally can't win on turn 4, it's just not possible.
But people are really getting good at OS now and I wrote that before people were doing things like turn 1 box, or switching champions back and forth. I didn't realize how much potential the deck had.
My apologies, I was being a little overzealous. I have lost by turn 6 on a consistent basis against the Forerunner nonsense. However, your claims of FD winning by turn 5 is unfounded as well, as that combination is not as powerful as you mention it. The standard is that FD typically wins by turn 7.
The flaw with 3p FD is that the deck is very susceptible to blocking since it has few fliers, and most of the lower resource creatures have terrible defense making trading advantageous for the defender. Plus, FD has an issue with spells that do direct damage....unless Noble Protector is out, but even then the nerf really hurt its application. Also, Stumble and the other bounceable cards are best used when the FD player has a nice amount of monsters on the field, which is usually mid-late game; by then, the opponent should have enough removals or bodies to outlast the onslaught.
3p FD sizzles out WWAAYY too quickly, and its tools boil down to rush and bounce creatures. The former can be stopped by blocking and trading; the latter is truly only useful once a player has tempo, because bounceable cards require resources and are useful primarily for advancing the rush game.
3 OS can swarm and bait removals very early on using Forerunner, clear troublesome defenders/attackers using cards like Banish and Box of Wonders, stall the game using the new Healing cards (I kid you not this strategy is just as efficacious as rushdown) then use fliers to clean up. It wouldn't be as bad if there were more viable answers to fliers, but unfortunately most are faction locked. For some reason, this faction perpetually stands on the fine line between meh and OP, for the reasons Captain Korea mentioned.