Let (0,0) be your starting zone and think of the 2nd quadrant as the coordinates.
Turn 1: Mana 19
Quick Cast: Tower on (0,1) = 4 mana
Move to (-1,0) quick cast barracks on (-1,0) = 12 mana
Barracks should have 2 mana (1 from tower and 1 from itself)
Turn 2: Mana 12
Quick Cast: Mana Crystal (0,0) = 5 mana (channeling = 10)
Move to (-1,1) and quick cast Tower on (-2, 1) = 4 mana
Barracks should have 3 + 2 = 5
Turn 3: Mana 13
Deployment (5 mana + 10 from mage) = Sniper
Move back to (-1,0) and save the 3 remaining mana or cast an enchantment face down somewhere (like Hawkeye to Sniper).
Turn 4: 13 mana + Barrack 3 mana
Depending where the opponent mage is - he may get worried that the Sniper is out to be too aggressive on Turn 4. If the opponent mage backs up. Send your Sniper to the (0,1) tower.
One other technique I see that is viable is at Turn 4, depending if you opponent mage is aggressive or not you may call on the Iron Golem to be moved into the Tower where your Sniper is. Or you may scare your opponent if they are coming close. If they are still building then you may call a Goblin range or fling to go to your other tower (-2, 1). The point here is that you have two towers at a zone apart so wherever your opponent may come they will get sniped by at least 4 dice unless you call for Volley +1 range. If they come too close to your starting area the sniper will take care of them.
This is pretty much a good startup because each turn after this, you can call on major help or support with at least 13 mana to play with for soldiers.
What do you think?
What is really funny is if your opponent comes too close in range of your two towers, you can technically wall him in stone or make him get force into your barracks wherein you may have multiple enchantment and upgrades.