I think your overall plan was fine, but you just needed to tech in and/or draw a different mix of Tech II units.
Attack analysis
Defense: 5*, 2*, 4*, 3 // 3, 3, 5 = 14 / 6
Attack: 1, 1, 1, 2, 3, 4, 1f, 1+ = 14 + 2 + 3
Hand:
Cadet
Forgotten Fighter -not worth it just to kill a wisp
Battle Suits - +2 for 2
Boot Camp - +? for 3, allows for 2nd boot camp to be played
Deck (not in order):
Drill Sergeant
Boot Camp
Time Spiral
One Option:
8 gold (8)
Mox and Plasmodium kill SQL
Garth and Cadet kill Quince, Garth L5
Max Garth for a DS (6)
Make and sac a skeleton (5)
Maybe sac up to the other two skeletons
Drill Sergeant (2)
Cadet
Move 2 runes to Nullcraft, kill Macciatus
3rd rune kills Reteller
Hopefully have a surviving skeleton to kill Mirror
BC breaks Tree
Retroactively play Battle Suits, allowing for:
8 gold (8)
Battle Suits (6)
Mox and Bone Collector kill SQL
Cadet kills Quince, Garth L5
Max Garth for a DS (4)
Sac fresh skeleton to draw
Make and sac a skeleton, if needed, otherwise can Worker (3)
Sac a third skeleton, but hopefully not
Drill Sergeant (0)
Cadet
Move 2 runes to Nullcraft, kill Macciatus
3rd rune kills Reteller
Skeleton kills Mirror
Garth breaks Tree
Plasmodium, and hopefully surviving skeleton break Tech II. Otherwise, just hit Tech II for 4, and my board is still HUGE
Boot Camp alternative:
8 gold (8)
Onimaru (6)
Boot Camp SQL (5)
Mox and Cadet kill Quince, Garth to L5
Max Garth for DS (3)
Sac Skeletons to draw
DS + Cadet (0)
Nullcraft kills Macciatus
Target Camped Reteller with extra rune
Garth + Skeleton? kill Reteller and Mirror
BC hits Tree
Plasmo is only thing left
So… this line isn’t as good. Garth ends up with a bunch of damage, and my board is somewhat worse.
P1, Turn 5:
8 gold (8)
Battle Suits (6)
Mox and Bone Collector kill SQL, make fresh skeleton
Cadet kills Quince, Garth L5
Max Garth, retrieving a Drill Sergeant (4)
Sac fresh skeleton to draw
Drill Sergeant (1), 1 rune
Overeager Cadet (1), 3 runes
Move 2 runes to Nullcraft, kill Macciatus
Use 3rd rune to target and kill Reteller
One Skeleton trades with Mirror
Skeleton and Plasmodium break Tech I - no Flagbearer for you!
Garth breaks Verdant Tree
Sac Skeleton to draw a card
Worker (0)
Discard 2, Draw 1, rs, Draw 3
Scavenger - Overeager Cadet (3/2)
Overeager Cadet (3/1)
Nullcraft++ (3/3)
Plasmodium (4/1)
L7 Garth (3/4)
Drill Sergeant (4/3)
Drill Sergeant (4/3)
Base - 20
Tech I - 5
Tech II - 5
Spec: Peace
Battle Suits
9 workers, 0 gold
Hand: 4
Deck: 1
Discard: 0
[details=Summary]Hand:
Cadet
Forgotten Fighter
Battle Suits
Boot Camp
Tech in Drill Sergeant (for immediate use) and one of:
Unphase (because if I don’t get to break Tech II this turn, I might be facing Macciatus + Bird and need alternative evasion. Still doesn’t help against Flagbearer, but I think I have enough ATK power to get through double Reteller if he goes 2x Reteller, Macciatus, Bird, Flagbearer
A unit (to be able to play 2x unit without a reshuffle. I’m likely ending this turn with 5 in hand, 1 in deck. But with 2x boot camp, I can probably just plan on reshuffling my Cadets et. al.)
Garrison (to reshuffle Cadets and play out +10 runes next turn, likely resulting in an easy win through any non-Flagbearer resistance. Yeah, let’s go with this one.
2nd tech: Garrison
Deck (In order):
Drill Sergeant
Time Spiral -> Worker
Boot Camp
[/details]
[details=Next Hand]Forgotten Fighter
Boot Camp
Bone Collector
Boot Camp
Deck: Flagstone Garrison
[/details]