Cynestra

 is a unit. It's a high powered, breach vulnerable attacker.

Strategy
Cynestra is one of the most cost-efficient attacking units in the game, providing with only 1 build time for just. This is like buying 3 Gauss Cannons where the first two cost, but the third only costs. 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).

While Cynestra's low health makes it fairly vulnerable in the event of a breach, it is less so than other -based units such as Lucina Spinos and Shadowfangs.

Openings
Player 1 has an opening from Fast Conduit. It commits to the line though. Doomed Drone allows double econ gain on turns 2 and 3, and two more econ next.
 * DD
 * DC
 * DA
 * 1) TT (TR vs Attack)
 * 2) Cynestra

Player 2 has a Turn 5 opening. It is better with granular cost units like Perforator or Doomed Drone.
 * DD
 * 1) DDC
 * DA
 * 1) TTDD (TTD for Tarsier next turn)
 * 2) Cynestra

Player 2 may also get it in turn 4, less convenient but good with green support.
 * DD
 * 1) DDC
 * CA
 * 1) Cynestra

Player 2 Rush (1 gold short) Enabled with Econ or Red support.
 * DD
 * CA
 * TT
 * TT
 * 1) Cynestra

There's also a slow line for doubles for Player 1. It can work vs a passive opponent, having a Green sink such as Barrier.
 * 1) DD
 * 2) DD
 * 3) DCC
 * 4) DDA
 * 5) Cynestra
 * 6) Cynestra

Player 1 on a set with Centurion.
 * DD
 * 1) DDE
 * 2) DDD
 * 3) DDDC
 * 4) DDDA
 * 5) TTDDDC
 * 6) Cynestra +RDE
 * 7) Cynestra +BB

Player 2 delayed line. Gets to 6 Attack quickly, opponent can't defend for long.
 * DD
 * 1) DDE
 * 2) DDDC
 * 3) DDDB
 * 4) CAW (Enemy destroys your Soak with a T5 Rush)
 * 5) Cynestra +W (Hold a Drone against 6 Attack)
 * 6) Cynestra +W

Player 2 has a Turn 4 Rush with Doomed Drone (1).
 * DD
 * 1) DC1
 * 2) CA1
 * 3) Cynestra
 * 4) TT11 (TR1 if attacked)
 * 5) Cynestra (2 gold left)

Player 2 Fast Econ:
 * 1) DE1
 * 2) DDD
 * 3) DC11
 * 4) CA111
 * 5) Cynestra +R

Player 2 Fast Econ Defensive: Not as efficient as setting a focused Attack, but hardly it could be pressured.
 * 1) DE1
 * 2) DDD
 * 3) DDC1 (C111 for econ tempo)
 * 4) BA11
 * 5) TTW11
 * 6) Cynestra +W

Player 1 has a Turn 4 Rush with Vivid Drone (1).
 * C1
 * DD
 * A1
 * 1) Cynestra
 * 2) TT1

Player 2 may go doubles on Turn 4 with Doomed Drone (1), if opponent did not attack. If the Opponent set up for high Econ, this line may be executed to larger extent (TT11, Cynestra, Cynestra. Exactly enough Gold) Support to consume Red helps this.
 * DD
 * 1) CC1
 * 2) A11
 * 3) Cynestra
 * 4) Cynestra

Player 1 Vivid Drone (1) and Auric Impulse (0) Quick, efficient rush. Benefits from Perforator or Ossified Drone.
 * C1
 * D0
 * 1) A00
 * 2) Cynestra +T
 * TT

Player 1 Vivid Drone (1) and Galvani Drone (0) Efficient rush.
 * C1
 * A0
 * T0
 * 1) Cynestra

Player 1 Vivid Drone (1) and Doomed Drone (0) Econ rush.
 * 1) EE1
 * 2) D01
 * 3) C001
 * 4) AD00
 * 5) TTB1
 * 6) Cynestra +W

Higher econ Cynestra for Player 2 (Doomed Wall: 2). This allows a Cynestra, Doomed Wall and TE every turn, though it needs added Conduits to do so.
 * DD
 * 1) DDE
 * 2) DDDE
 * 3) DDDDC
 * 4) DDDDA
 * 5) TTDDDB (C instead of DD for more Attack)
 * 6) Cynestra +T2 ( left)

Player 2 Doomed Drone (1) rush in set with strong Defense and a Green sink.
 * 1) DE1
 * 2) DDD
 * 3) DDEE1
 * 4) DDDDD
 * 5) DDCC111
 * 6) CCA11111
 * 7) Cynestra x2 (5 left)

Player 1 Thorium Dynamo (1)

Slow but efficient.
 * DD
 * D1
 * DD
 * 1) DCA
 * 2) TTCD click 1
 * 3) Cynestra +R

Player 1 Thorium Dynamo (1) rush

Fast and efficient.
 * DD
 * D1
 * A
 * 1) TCD
 * 2) Cynestra

Player 2 Thorium Dynamo rush (1) Gains some efficient pressure.
 * DD
 * C1
 * A
 * 1) Cynestra
 * 2) TRE
 * 3) TRF...

Player 2 Thorium Dynamo (1) and Doomed Drone (0) rush. A quick 3-unit combo.
 * 01
 * 1
 * A
 * 1) Cynestra
 * 2) TT0
 * 3) Cynestra

Player 2 Thorium Dynamo (1) and Mobile Animus (2) rush. Allows 3 Cynestra quickly, defends.
 * DD
 * C1
 * D2
 * 1) Cynestra
 * 2) RDEE
 * 3) Cynestra
 * 4) Cynestra (click 2)

Player 1 line with Thorium Dynamo (1) and Auric Impulse (0). For a high econ set with sustainable Soak.
 * DD
 * D1
 * DD
 * 1) CD1
 * 2) A00
 * 3) 2x Cynestra
 * 4) Cynestra +T

Player 2 line with Thorium Dynamo (1) and Auric Impulse (0). Might be ok for an otherwise very defensive set.
 * DD
 * 11
 * D
 * 1) A01
 * 2) TT00
 * 3) 2x Cynestra

Player 2 Thorium Dynamo (1) and Galvani Drone (0). Strong back-up attack.
 * 01
 * A
 * 1) TT0
 * 2) TTE
 * 3) Cynestra (1R left)

Player 2 Thorium Dynamo (1) and Feral Warden (2)
 * DD
 * 11
 * D
 * 1) DDA (Likely DEA. Floats 2)
 * 2) Cynestra +2 (Defends against 4)

Player 1 Turn 4 Rush with Vivid Drone (1) and Mobile Animus (2). Floats a lot but has 4 Attack by Turn 4, no Drones. A simple RR rush can exploit this.
 * C1
 * 12
 * 1) T1 (Float 3GG)
 * 2) Cynestra
 * 3) TD click 1

Player 2 rush with Vivid Drone (1)
 * 1) EE1
 * 2) CD1
 * 3) A11
 * 4) TTD
 * 5) Cynestra (2R left)

With Vivid and Galvani Drone (0)
 * C1
 * 1) A00
 * 2) TT (Float 3)
 * 3) Cynestra

Player 2 Doomed Drone (1) and Electrovore (2) rush.
 * 1) E11
 * 2) C111
 * 3) A111
 * 4) R112
 * 5) Cynestra +2
 * 6) RTD

Player 2 Auric Impulse (1) Efficient rush with fast ramp.
 * 11
 * 1) CA11
 * 2) TT11
 * 3) TR11
 * 4) Cynestra +T

Player 1 Mobile Animus (1) and Auric Impulse (0) heavy rush. One of the strongest rushes. Needs little extra support. Faster version for Rush set: Gains 5 Attack with immediate Absorb ability.
 * D0
 * 1) CC0
 * 2) 001
 * 3) Cynestra +0
 * 4) Cynestra
 * 5) 00 (May spend up to 3R for next Cynestra, but none for a double)
 * 6) Cynestra +0
 * 7) Cynestra
 * 00
 * 1) C001
 * 2) CT00
 * 3) Cynestra +click 1

Player 2 counter Rush:
 * CD
 * 01
 * 1) TE00
 * 2) Cynestra +E click 1
 * 3) BFE...

Player 2 Gaussite Symbiote (1) and Auric Impulse (0) Fast rush, combo into Burst attack.
 * 00
 * 1) CA00
 * 2) 001
 * 3) Cynestra +T

Player 1 Flame Animus (1) and Urban Sentry (2) line

Gains strong Attack and Defense.
 * DD
 * DB
 * D1
 * 1) CCD (Wastes B)
 * R2
 * 1) Cynestra (Wastes B)

Player 2 Flame Animus (1) and Urban Sentry (2) rush

Gains the first strong Attack and Defense.
 * DC
 * DB
 * D1
 * 1) DD2
 * 2) Cynestra (Waste B)

Player 2 Mobile Animus (1) and Mahar Rectifier (2) line.
 * DD
 * 1) DDC
 * 2) DC1
 * 3) Cynestra
 * 2
 * 1) 2 click 1
 * 2

Player 2 Fission Turret (1) rush.
 * DC
 * D1
 * DA
 * TT
 * 1) Cynestra

Player 1 Chrono Filter (1) and Synthesizer (2) rush. Requires either Green or Blue synergy.
 * DD
 * D1
 * T2
 * 1) (Float 9GG)
 * 2) Cynestra +W

Player 2 Chrono Filter (1) and Synthesizer (2) rush. Needs some of either Green or Blue synergy.
 * DD
 * 1) DD1
 * T2
 * 1) DD (Float 6GG)
 * 2) Cynestra +W (2G left)

Player 2 Ferritin Sac (1) and Synthetizer (2) slow line. Needs some sink for Green.
 * DD
 * DA
 * 1) TDD1
 * 2) TDD1
 * 3) DC112
 * 4) Cynestra +W

Player 1 Ferritin Sac (1) rush.
 * DD
 * DC
 * DA
 * 1) TDD1
 * 2) Cynestra
 * 3) TTW

Player 1 Blood Phage (1) line.

Early attack rush, use if opponent would try Econ or Defence instead of immediate Pressure.
 * DD
 * A
 * T1
 * 1) CT (Wastes R)
 * 2) CT click 1
 * 3) Cynestra click 1

Player 1 Perforator (1) rush. Needs some Econ or Defense for Green. Attack type combos help to threaten instead.
 * DD
 * A
 * 1) 11C
 * 2) C (Float 4)
 * 3) Cynestra
 * RD

Player 1 Ossified Drone (1) rush Rush with great defense.
 * DD
 * A
 * 1) CT1
 * 2) TD click 1
 * 3) TD click 1
 * 4) Cynestra

Player 1 Xaetron The Xaetron provides a huge defense.
 * DD
 * DD
 * 1) DCC
 * 2) DDC
 * 3) Xaetron +D
 * 4) DDA
 * 5) Cynestra +RF, etc

Player 1 Xaetron and Mobile Animus (1) The Xaetron provides defense for 3 quick Cynestra.
 * DD
 * DD
 * 1) DCC
 * 2) DDC
 * 3) Xaetron +1
 * 4) Cynestra
 * 5) Cynestra
 * 6) Cynestra

Player 2 Xaetron and Mobile Animus (1) Puts the Pressure first, may Absorb normally, then enables some Cynestra.
 * DD
 * 1) DDC
 * 2) DC1
 * 3) Cynestra
 * TC
 * 1) Xaetron +R
 * 2) Cynestra
 * 3) Cynestra

Player 2 Xaetron and Doomed Drone (1) Has strong Defense and Econ, enabling some rapid Cynestra.
 * 1) DE1
 * 2) DDD
 * 3) CC11
 * 4) CA11
 * 5) Xaetron +T
 * 6) Cynestra +T
 * 7) Cynestra +1
 * 8) Cynestra

Player 2 double with Thorium Dynamo (1) If the opponent didn't rush, this line is great.
 * DD
 * 11
 * D
 * 1) ADD
 * 2) Cynestra (6GR left)
 * 3) Cynestra +R

Player 1 Mobile Animus (1) float rush Requires some Green value sink.
 * DD
 * CC
 * 1
 * 1) Cynestra
 * T
 * 1) Cynestra

Player 2 Mobile Animus (1) float rush Requires some Green value sink.
 * DC
 * D1
 * 1) TD (Float 3GG)
 * 2) Cynestra
 * RC
 * 1) Cynestra

Player 2 Mobile Animus (1) and Doomed Drone (0) all in. Opponent should not go Econ in the set.
 * DD
 * 1) CC0
 * 2) DD1 (001 if rushed)
 * 3) Cynestra
 * 4) Cynestra
 * 5) RE11 (Can defend for 4)
 * 6) Cynestra
 * 7) Cynestra

Player 1 Auric Impulse (1) A rush with 6GGRR econ.
 * 11
 * 1) CA1
 * 2) TT1
 * 3) T11
 * 4) Cynestra (2 left)

Player 1 Centrifuge (1) and Xeno Guardian (2) Priority in Attack and Defense, no Tech wasted.
 * DD
 * D1
 * DC
 * 1) DD (Float 6)
 * 2) Cynestra +T2

Wild Drone (1) Player 2 openings. Low Econ:
 * 1) DE1
 * 2) DD1
 * AC
 * 1) TTC
 * 2) Cynestra

High Econ:
 * 1) DE1
 * 2) DD1
 * 3) DC11
 * 4) D11A
 * 5) TT111E
 * 6) Cynestra +R

Higher Econ:


 * 1) DE1
 * 2) 111E
 * 3) D111
 * 4) D111C
 * 5) DDCA
 * 6) Cynestra +RE

Player 1 Wild Drone (1) rush. Efficient and has priority.
 * DD
 * 1) C11
 * A1
 * TT
 * 1) Cynestra

Player 1 Centrifuge (1). Requires having Pixie or Auric Impulse.
 * 1
 * DD
 * CD
 * 1) Cynestra (2BBR left)

Change log

 * May 23rd, 2015
 * Cost increased from 11 to 12.
 * December 1st, 2014
 * Added.