Poison Spell and Clan castle troops
My idea is to revise the poison spell so it is more like the earthquake spell taking a percentage of the units health rather than hit points. The first one could take up to 50% halving with each consecutive spell. This would still deal heavy damage to high hit point units like the dragons while giving low hit point units a chance to fight back. Dragons pekka golem lava hound should not be the only units that survive a 1 slot spell.
The othe thing is to add 5 sec intervals up to 15 seconds before clan castle troops deploy at players transgression keeping a single decoy unit from drawing out troops.