I agree, the graboid with some golems and antlions + cheap weapon gives the smoothest card flow. If you use shriekers you will see you will have won before you even can play it. I suspect the dragons in this deck are also redundant. They're just dead in the hand... But of course you can look at them. They look nice. You're just forced to put them in because you are out of midrange attackers. That's the nice thing of earth, it basically has 3 midrange attackers. At leats 2,5 anyway. Antlions are weak. Usually I would not use them, but one thing speaks for them: cost ratio.
Graboid = 3
and 1
= 4 for 10 attack. (Less than half)
Then comes antlion, 2
for 4 attack. (Half)
Then comes golem, 4
for 6 attack. (Over half)
And the elite shrieker costs 8
for 10 attack. (80 %)
The dragon is 12
for 10 attack. (Over 100 %)
So the elite shrieker is absolute rubbish for rushes, as is the dragon. Giving the finishing blow comes in handy IF the opponent uses strategy. Of course AI3 doesn't do that. You win in 5 to 8 turns anyway. Technically, you should use one weapon and absolutely cram the deck with graboids and antlions. That's 13 total. You still have room for some 3 to 4 golems there, depending on the flow you want. That deck is slightly too cheap, so you can exchange 1 or 2 antlions for the golem there. After all there is no need to have TOO MANY quants.
As long as you don't go over 4 golems, you have a hyperefficient hand. There's a reasonable chance you will never have cards in the hand after a few turns.
It IS by the way possible to play 12 towers and then 6/6/6/ creatures. It's ludicrous fun, but ''cluttered'' compared to a super rush deck. Not compared to a normal deck, then it is fast. If you enjoy bombing your opponent in spite of massice CC you might try that