Knight
The knight is a right choice for the tank. It functions to tank your troops and battle ram while the battle ram is running to the enemy’s tower. So, when you attack, you better have your knight in front of the other troops. You don’t really need bigger tank such as golem or giant. They are not effective because we need the tank troop which also can attack the enemy’s troops to help the other support purging the way for battle ram. Although it costs low elixir and not as big as the giant, it will be a reliable tank for the troops. Trust me, it works!
Archers
The archers are good to give slight damage on the enemy, and they also shoot from a distance either air or ground troops. Or else, they can be the diversion in case the enemy launches single target troops like P.E.K.K.A. It also can help anticipating the enemy’s air troops since we have less air defense here. Although they might seem useless in battle ram countering but trust me, it helps.
Mirror Card and Zap
For the spell, I suggest you bring the mirror card and zap. The reason to choose mirror card is The last card you should enclose in the deck is mirror card because it can double up any card you think better to be doubled up. I personally will choose to double up the bowler or wizard, so, either your defense or attack will get extra strength.
Another spell is zap. I suggest you use zap or lightning because you already have fast troops, so you don’t need rage. You also don’t need the freeze because you already have the ice wizard to slow down the enemy. What you need is the spell to execute the enemy’s troops. Therefore, the perfect option is either zap or lightning. I prefer zap rather than lightning because of its elixir cost; zap is cheap. Lightning is also good, but it requires more elixir. So, I think zap is the best spell in this deck.