So far this seems to be our best bet against both rush and stall:
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i8 5i8 5i8 5ib 5ib 5ib 5ic 5ic 5ic 5ic 5id 5id 5id 5id 5id 5jm 5jm 5jm 5jm
It can easily destroy a stall, though sanctuaries can quite lengthen the match, but the drakes are sturdy enough to last long enough, even with a lucky shield on their side. The problem is still a rush, as it has ~even number of wins and losses; all is depending on the starting hand and coin toss. If there's no freezing capabilities at start, you're dead. If you have stabilized the field, and miscount one single freezing sequence, you're dead. I'm thinking about replacing the bolts with freezing, just because they're cheaper (it means a *lot* at start), but a single bolt can kill outright a fresh golem. Maybe -1 drake, +1 bolt. Ice shields would be nice too, but it's costy. And it's awfully vulnerable to rage pots... Still, couldn't come up better than this. If someone has time, please test it more.