Deck:Solid All-Rounder Climb

Strategy

 * You can generally combine any two of the top four cards to initiate a push. Place behind King tower to build elixir, as usual.  Consider placing Baby Dragon in a corner instead, so that it doesn't fly too close to the center of the opponent's side.  Be wary of placing too much anti-air in one lane - particularly once aerial threats like the balloon start being commonly used.
 * Be wary of committing too much to a push, as it can leave you elixir starved against a counter-push. Adding Spear Goblins is often fine.
 * Skeleton Army, as usual, counters units that hit a single target extremely well (as long as they don't get arrowed or zapped). Be cautious about offensive usage - though adding a core unit to tank/deal damage after countering something can work well.
 * If you plan to Fireball towers, know how much tower damage the current rank of the card does. It's mostly there to cover the weaknesses that the other cards can't easily counter.