I would say Air+Earth start. You can do some serious damage to the archer wich forces it to garrison or if your lucky even kill it and you can easily kill a miner with it this early setup and force the enemy to waste another 300 gold on a CA even if your earth dies you still make a huge profit of it (possible)150>450 and ofc you can stall the tower.
Thing is, if they MA start then they will have an eco advantage and if they micro well they can keep the archer alive by g kiting and then bring out a sword. Once the sword is out all they have to do is bring the sword into my Air's range, and keep the Archer just outside it till the Air locks onto the sword, then they get free hits with their archer. And sure, I can target the Archer manually but they will get a lot of damage on my Air as it retargets and I already said they're keeping it at furthest range possible, so they can fall out of my Air's range after maybe taking 1 lightning hit and just recycle what I've put above. I could try to keep moving the Air and place it closer to the Archer than the sword so it auto targets but the archer will chunk my Air for moving around undefended for so long.
I guess with the Earth I can pressure the archer more, but if they keep the archer alive and bring out a second one it's gg, and with 3 miners that's not a huge amount of stalling time they need to do it. And Earths more or less rely on an opponent not kiting, because even archers can dodge that stun attack. I guess just maybe by interrupting the archer's arrow fire by sending in an Earth might give my Air some leverage to target it without losing a bar of hp stalling but again, once they have their archer sitting outside my Air's range I'm screwed - and the Earth won't last that long if I send it in to body block.
Hell, if they go AA start on a longer map I've lost before I even start fighting.