Dragons aren't what I really worry about. All archers is actually a bigger problem or loons.
Though a poison really slows down loons.
What I have been playing with is 1 haste and like 3 loons and maybe a hog rider and if needed a giant to distract. I can then use my healer to pull them into a corner and use a valk/healer trick to eliminate. You have to pay attention to how you deploy your giants after but its pretty effective - or if you have a few archers to spare.
A golem leading the charge with the clan castle on the opposite side of your attack also works well but then you need to swap out 4 wiz for 2 valks or have a tight funnel. Valks now charge ahead again and a concentrated 8 can deal with bunched up ranged units (sprinkle rage on top)
I am luring again because low hp units are viable again. I can't obliterate them with a poison spell. But I think I am getting a rhythm again. The 3-4 loons and haste can often take out 2 maybe 3 defenses if your lucky and can take advantage of a rather small window in AD coverage due to the speed increase.
But I am sort of readjusting my tactics with quad healer after the update. Will let you know more when I figure it out ;)

