01Have the two-cost Krennic unit on the board from an earlier roundIt is a separate card from your leader and does not compete with the Epic Action.
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02Play Expendable Mercenary as the round’s first When Defeated unitThe discount makes it cost 3 rather than 4, and it only applies to the first one each round.
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03Exhaust the leader and defeat the MercenaryThis is a cost, not a target: nothing the opponent holds interrupts a cost.
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04Take the Credit tokenA resource you did not have to draw.
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05Resolve the Mercenary’s own trigger and resource it from the discard pileA second resource, from the same card.
Rules noteOne four-cost card, played for three, becomes two resources and stays available to Trask Walker later. This is the deck’s land drop.
Strategic purposeReach seven resources a full round before the curve says you should.
Failure conditionsIt costs you your board. Every resource this line makes is a body that is no longer holding the ground arena, and against a deck that is attacking rather than building, the Credit is worth less than the blocker.
Tested againstCards the field actually maindecks, played against this line rather than assumed.