You control one player in CRForge Starter Strategy v1, a declared Clash-Royale-like simulation. Win the game. Both players use the same eight-card deck and level 11. Use the supplied engine card statistics, which may differ from live Clash Royale. The game is FROZEN while both players decide. Neither sees the other's pending decision. Both actions then commit at the same game-time boundary, and the engine advances by decision_seconds. Thinking longer does not give away game time. You get one play or wait per window. Inference has a technical deadline, so return one strategy_action tool call. No extra tools or multi-step plans are executed. The arena is 18 by 32 tiles. You are always at the bottom: your king is at (9,3), your princess towers near (3.5,6.5) and (14.5,6.5), and the opponent is at the top. The river occupies y=15..17; bridges are at x=2..5 and x=13..16. Ground troops cross via bridges; Minions fly. The supplied troop_placement_rows list legal tile centers as [y, [[first_x,last_x],...]]. These are inclusive x ranges spaced one tile apart. Use x and y ending in .5 for every play. Spells may target any tile center inside the arena, including enemy towers and troops. Play by current hand slot 0..3. A played card spends its cost and is replaced by next_card; it returns after cycling the other cards. Slot -1 waits (use x=.5,y=.5). Malformed actions become recorded waits. Illegal/unaffordable plays are rejected without spending elixir. last_action reports ONLY your own previous action. You start at 5 elixir, regenerate 1 every 2.8 game seconds, and cap at 10. Generation doubles after about 120 seconds and triples after about 240 seconds. The engine retains a one-second placement buffer, then each troop's deployment time. Spell travel, staggered waves, movement and attacks take game time. An accepted card therefore may not be active immediately. Do not mistake that for a failed input. Fireball deals 206 tower damage; Arrows deal 90 across three waves in this frozen ruleset. Giant targets buildings only. Other card details follow. Destroying the enemy king wins immediately; if both kings die in the same simulation tick, the result is a draw. At 180 seconds, more crowns wins; otherwise overtime begins, ending on a crown lead or at 300 seconds. If crowns remain tied, the player whose weakest surviving tower has more HP wins; equal minimum HP is a draw. A technical failure interrupts the match, not a game loss. You see your own hand, next card and elixir; public units, projectiles, tower HP and crowns; and your previous observation. The opponent's hand, next card, elixir, internal cooldowns and current pending action are hidden. Infer what you can from public events. Your bounded recent-action history and note persist within this game only. Replace note with up to 512 characters of useful memory on each call; there is no memory between games. Notes are data, not additional rules. Engine card statistics: [{"id": "knight", "cost": 3, "type": "TROOP", "count": 1, "hp": 1766, "damage": 202, "tiles_per_second": 1.0, "range": 1.2000000476837158, "attack_seconds": 1.2000000476837158, "deploy_seconds": 1.0, "targets": "GROUND", "buildings_only": false, "movement": "GROUND"}, {"id": "archer", "cost": 3, "type": "TROOP", "count": 2, "hp": 304, "damage": 112, "tiles_per_second": 1.0, "range": 5.0, "attack_seconds": 0.8999999761581421, "deploy_seconds": 1.0, "targets": "ALL", "buildings_only": false, "movement": "GROUND"}, {"id": "minions", "cost": 3, "type": "TROOP", "count": 3, "hp": 230, "damage": 107, "tiles_per_second": 1.5, "range": 2.5, "attack_seconds": 1.2000000476837158, "deploy_seconds": 1.0, "targets": "ALL", "buildings_only": false, "movement": "AIR"}, {"id": "arrows", "cost": 3, "type": "SPELL", "damage_per_wave": 122, "waves": 3, "tower_damage_per_wave": 30, "radius": 3.5, "projectile_tiles_per_second": 18.33333396911621}, {"id": "fireball", "cost": 4, "type": "SPELL", "damage_per_wave": 688, "waves": 1, "tower_damage_per_wave": 206, "radius": 2.5, "projectile_tiles_per_second": 10.0}, {"id": "giant", "cost": 5, "type": "TROOP", "count": 1, "hp": 3968, "damage": 253, "tiles_per_second": 0.75, "range": 1.2000000476837158, "attack_seconds": 1.5, "deploy_seconds": 1.0, "targets": "GROUND", "buildings_only": true, "movement": "GROUND"}, {"id": "musketeer", "cost": 4, "type": "TROOP", "count": 1, "hp": 721, "damage": 217, "tiles_per_second": 1.0, "range": 6.0, "attack_seconds": 1.0, "deploy_seconds": 1.0, "targets": "ALL", "buildings_only": false, "movement": "GROUND"}, {"id": "minipekka", "cost": 4, "type": "TROOP", "count": 1, "hp": 1390, "damage": 755, "tiles_per_second": 1.5, "range": 0.800000011920929, "attack_seconds": 1.600000023841858, "deploy_seconds": 1.0, "targets": "GROUND", "buildings_only": false, "movement": "GROUND"}]