Disregarding the fact it’s Player versus Ai, I’ll now provide my counter-argument. 
My first troops to gather mana for are Jackalope and Jarl, the mana generators. As per normal, any 4+ match is a Burn and a Freeze which none of my opponent’s troops are immune to.
If Jarl is first to charge, spam Fire Hammer for 4+ matches.
Jarl also does a solid 15(16?) damage against Sacred Guardian, so even Armored is a duct tape wall.
If Jackalope, hold out for 4+ match and target damage Marilith.
Jacklope damage scale: (Base 7 Magic +1 Air Spirit)
Sacred Guardian (11 Mana) = Max 19 Damage
Shadow-Hunter (13 Mana) = Max 21 Damage
Pride Hunter (8 Mana) = Max 16 Damage
Marilith (12 Mana) = Max 20 Damage
Shadow-Hunter can’t take out my Queen Mab, even with a Sacred Guardian or Marilith follow up (and won’t both be charged). And considering S-H and QM share the same Mana colors, there won’t be a second fire.
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My first target will be Shadow-Hunter, two direct shots and they’re out, and that’s if burn doesn’t hit at any point. (With Burn, 1 spell hit and dead!)
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Next is Marilith, removing the half mana-blocked gem destroyer will slow down mana generation to pure match reliance. No True damage also make Winter Knight a very happy fellow! And this is all if Queen Mab doesn’t fire by this point, thanks to Arcane she could kill a fully charged Marilith is one shot! Very fragile foe.
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Pride Hunter, because Silence isn’t fun, not that it’ll be a big deal after a cast or two when Jarl can’t spam the board with this troops favorite color.
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Sacred Guardian is last because it’s a slow, predictable troop. Jackelope already kills one of it’s colors, with the other being quite helpful to Jarl. Mana Burn or just general Burn will weed down this troop quite nicely.
I don’t expect to come out of this battle unscathed. I expect Queen Mab to be a big target, but she’s not required after a troop or two. If she fires off once I’ve gained a massive lead.
Jarl has a good chance of hanging on by the hair of his flaming beard, Huge giving +2 Life will play a main part in his survival (as well as the Leader trait).
Jackalope is a fragile one, but he’s also faster to charge, so he’ll be sure to do some damage before going out, if it makes it that far.
Winter Knight is my back up plan in the incident the opponent stops targeting the back troops to team up on Jarl, his high armor gain and Barrier will give Jackalope or Queen Mab to Mana Burn the remaing troops to oblivion!
Summery: My team has plenty of room for error, and if we’re talking a fair fight, then any number of luck my enemy pulls I get as well and vice-versa. Of course my team also has troops to manipulate the board to my advantage, and that does not play into the luck factor! (Except Jarl, but that luck diminishs the more Red/Yellow on the board.)
Best of luck, @kzintiwife!