Game Start-
500 gold. 2 miners available
Bust out dat Air unit

You will recieve 150 gold from the first walkback of the miners as usual.
que and earth to follow close behind the air. DON'T TURN INTO MINER
rush both units to center.
u should see or not see these things with the corresponding actions to be taken following sight.
1-Sword archer:
When spotted target the archer by selecting only your air elemental. ignore the sword as the earth will immediately target it and the sword will either flee or combat it either way the earth should handle it. If the opponent is running sword archer he might out of reflex que a sword. if so you have these extra seconds to attack and kill a miner before his archer emerges. during this time of attacking (more than likely the archer will have run into base to heal) you will have enough time to que another earth. TURN INTO MINER. everything else depends on the opponents decision. or if by chance you get your air killed.
2-archer: he either bought a miner or kept his sword ridiculously far away or qued them at different times but more than likely he went archer/miner. immediately target the archer and pursue. (the opponent has a few options): he could cancel his follow-up unit que if he was expecting fire start or earths to build another archer. ((if you suspect this as no Ca is firing at you and no sword has emerged get your strikes and flee. you might get a miner kill putting you ahead or you simply get tower with your earth at mid. if he rushes tower after you garrison your air you can either attempt to micro your way for the few extra gold pings or you can turtle using your castle air.
if double archer happens the turtle would make more sense. losing tower isnt always bad. NOTE: if you suspect the opponent will suspect the turtle, wait a bit before selecting the castle air. que earths instead until you feel you are being overwhelmed to much. if you still have your air from earlier you can push his two archers away. if he's still producing archers he's putting himself behind as you micro your earths from tanks into miners. if you are being bullied too much que the castle air. if your lucky you might snipe and archer.
after they are no longer a threat for the time being.
establish an eco. constantly keeping an eye on whats at tower by running an occasional unit to scout.
if he has a small army go a little heavier on eco as the opponent may do the same.
if a heavier force is spotted you will want to start making charrogs.
using these as something to push.
ignore any melee units as your charrog has speed advantage. if there happens to be a large force of melee units rush your charrog at the archers and lets your airs and earths take care of them.
i find it necessary to go for a few extra airs to make infernoes (i always prefer this, making sure to grab upgrade when able to do so) using both the charrogs and infernoes to push back to base. grabbing ts1 shortly after the push to keep weakened charrogs alive a bit. water upgrade and etc. should be bought when you can.
3-ImmediaTurtle: should be obvious if the opponent starts with a sword or nothing at all to middle. ImmediaTurtle is my word for when the opponent goes CA extremely early. Approach with caution. If nothing comes scout for CA. If no arrows, fuck shit up and go eco. If Sword is present ignore the sword and hold earth at tower rushing to force the CA. If he goes archer snipe it out when it spawns in. if he goes archer your guaranteed to kill a miner. if he goes archer and the archer dies u win. as you have a bit of time to snipe out a miner b4 fleeing. even if he manages to kill the air after the Ca appears. as you will profit from his loss of 300g in miners plus the 300 for archer plus 300 for Ca for your 400 air.
900 vs 400.
charrog or tree should be next. i find tree risky with them nerfs. charrog makes more sense and you can deal a bit of damage and outrun your opponent. whilst building airs to snipe units. always macro-ing into fires or airs when you need charrogs or infernoes to end it quickly. when u can.