This deck is designed to defend against multiple archetypes and also provide a few elements of surprise to catch your opponent off guard. The mega knight will be used for crowd control and the inferno tower will melt down tanks and hogs. The balloon will allow you to play a high offensive unit once your opponents have their air defense out of rotation.
Mega knight will be your primary tank in double elixir time and will be ideal for emergency crowd control.
The lumberjack will help against the charging units, tanks and the splash unit ground troops depending on your placement
The electro wizard will be your air defense and protection against inferno towers and inferno dragons and charging units
In single elixir time the idea is to defend and counter. This deck does a great job control the pace of the match and deals well for control control and spawner units. Use your balloon to attack after the opponent's air defense is out of rotation and soley use the mega knight for a crowd control play that yields an elixir advantage.
In 2x time, play more offensively and try to get a mega knight balloon push and support with your spells, Play your balloon as soon as your mega knight crosses the bridge and use the electro wizard to stun any units that can interfere with your balloon or lumberjack progressing.