This is a key piece of the deck considering that it will take the hits for the smaller, more vulnerable damaging cards. The lavahound will tank shots from musketeer, archers, spear goblins, tesla, baby dragon, minions, mega minion, wizard, and witch. This ability to tank will let your damaging cards such as mega minion or minions to get close to the tower and do hundreds to thousands of hit points worth of damage. Unreplaceable.
Mega Minion. Your main damaging card of the deck. The mega minion is an extremely versatile card. It pairs well with lavahound and is capable of stopping pushes ranging from lavaloon to elite barbs. In this deck, you will play Mega Minion behind the Lavahound creating a combo that no player wants to reach the tower.
Fire Spirits are a 2 elixir card that you can use to chip down a couple hundred damage given they are a high enough level, or stop minion hordes from killing the lavahound. Fire spirits are also able to stop minions, skarmy, mega minion, and elite barbs. This card will substitutable with miner, ice spirits, baby dragon, or wizard.
Minion is a three elixir card that can be played defensively or offensively. Paired with Lavahound and mega minion and you can say bye-bye tower. Minions can also be used to slaughter Skeleton armies, counter graveyards, and kill Inferno dragons or Inferno towers. Minions can dish out thousands of hit points worth of damage when tanked for and can distract for your fire spirits.
Minion horde will act similarly to minions. The horde is capable of killing elite barbs, lavaloon pushes, lava hounds mega minion, and kill towers. Lavahound mega minion Minion horde is an extremely dangerous push that defenders can't ignore. Well, not if they want to keep their towers. Just be careful of arrows.
Skeleton army is a three elixir way to stop elite barbs, hogs, royal giants, giants, perhaps golem if you play your cards right, prince, slow down inferno dragons and mega minions, and impossible to ignore. If ignored, larry, harry, and terry will tear down a tower and dish out hundreds of damage to the king. Skeleton Army can be used to bait out arrows or zap to protect the minion horde.
Tombstone is an excellent counter to the prince, elite barbs, giant, royal giant, and hog. It can also support a push. This card is substitutable with cannon, mortar, or goblin hut.
I will be using zap in this deck for several reasons. One is its ability to damage minions so they are killed in one shot by the crown towers and because of its ability to reset inferno tower and inferno dragon. Those two cards are the ones that will annoy you the most.
Your ideal push will be Lavahound, Megaminion, Minions, Minion horde, and Skeleton army. That push will likely never happen so Lavahound Megaminion Minion/Minion horde will have to do. You start by playing Lavahound in the back corner. This allows for the elixir to build up and it gives it a better chance to evade an inferno tower. When the Lavahound reaches your crown tower you place the Mega Minion in the back corner. This allows for the Mega Minion to catch up to the Lavahound around the River. This is where you can either leave this push to potentially kill the tower, or you can reinforce it by placing minions or minion horde. This means that the defender will have to zap or arrow if they want to prevent their tower from dying early on. After the zap/arrow, you can play skeleton army, Minions or minion horde, and fire spirits. Another strategy that will potentially take the tower is to play skarmy fire spirits to bait out the arrows or zap. After the arrows or zap are played, you drop minions and minion horde. This creates nine minions that will surely take the tower. Just watch out for Wizard and Fire Spirits.