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Strategy[edit | edit source]
Cynestra is one of the most cost-efficient attacking units in the game, providing with only 1 build time for just 12. If we break it into 3 pieces, this is like one attacker for 4, another one for the same price, and the third one for 4. Even the 4 attacker is easily up to random set standards. However, Cynestra has some drawbacks. For one thing, it's big, so it can't be bought in small increments like a Tarsier can. Another is that since it costs so much but only one , you might have trouble spending the second on a turn where you buy Cynestra. Finally, the cost means that to buy one each turn requires three Conduits, and it will probably be hard to find a use for that much green once you can't buy Cynestras anymore. Therefore it is often advisable to open with a single Conduit and let the green store for a while in order to produce a Cynestra or two without committing to more green than you want.
In high-economy games, the cost-related drawbacks of Cynestra are mitigated, allowing its raw efficiency to truly shine. High-economy games are therefore Cynestra's ideal arena. In low-economy games, on the other hand, it tends to be very difficult to get more than one Cynestra, and even the first one might cause you to waste both and . Some units that help Cynestra get played in low-economy games are Flame Animus or Mobile Animus (since these get you the single you need without committing you to a second).
Change log[edit | edit source]