Lava Hound – This is the core of the deck, and unfortunately not replaceable. He can be used in many pushes with this deck, but you want to play control for a little bit to make sure that you have a large enough elixir advantage to play him safely. Nothing is worse than having to stop Elites+Zap when all you have is 3 elixir to work with.
Balloon – The main damage dealer of this deck, it has the highest DPS of any card in the game, is a flyer, and only goes after buildings. This guy is really useful, for baiting air D, and even on defense in a pinch (keyword: PINCH).
Mega Minion – They keep nerfing this guy, but he won’t have any of it! He works great behind your Hound to provide some backup against their air defenses, or can be used on defense for his massive damage.
Miner – This annoying lord of chip is what can really make this deck work as a control. You can play Miner chip if you need to take down a low tower, or you can use him to tank for the pups when the hound pops. Lastly, and most importantly, he can be used to kill ground air targets. He can actually mess up Muskie, Wizard, Ice Wizard, Executioner, Archers, and Spear Goblins. On top of that, he also can chip while working with the hound! Possible subs: Lightning, Ice Golem.
Arrows – I’ll admit, this was a hard choice for me: Arrows, Zap, or Fireball? Zap can reset infernos, buying time for your Balloon to get in a killing shot. But, unlike the other two, Zap can’t kill Minions or Minion Horde. Arrows can kill Minions and Minion Horde, has a large enough area to possible catch a princess, and can now kill a Goblin Barrel. Fireball has a large tower damage stat, meaning that it is great at finishing off a long game. It also messes up: Wizard, Muskie, Ice Wizard, and Archers. All in all, I chose Arrows because the protection against Minions, Minion Horde, and Goblin Barrel was too attractive. This is definitely one of the more personal choice slots in this deck.
Skeleton Army – I love this card. While everyone using a deck weak to this card has a Zap ready to play, he can still do some damage before Zapped, or at least stop a charge. Also, against a RG deck they have to choose: Zap the Skarmy or Inferno Tower?
Inferno Tower – Well, I just gave it away in the Scarmy section: this deck has Inferno Tower! I also love this card because: it deals with Giant, Hog, Golem, Lavahound, RG, Hog Valk, and many other wacky combinations!
Valkyrie – This is definitely a meta swap card, I use it to stop: Prince, Elites (a hard counter now), Mini PEKKA, and large swarms. It can even stop a supported tank push! In more tank-heavy metas use Mini-P.