@twojstaryjakcie I tried several setups and always found them quite doable with about 7 Militia and 2-3 Footmen + an Archmage using 2 Water Elementals, without using any units. Berserk Elemental was my first choice because of the Frost Nova, but it seems to prefer using Frost Nova on your hero. It did nothing to hinder the Militia and I cleared it with no casualties.
The current camp is actually doable as well, but it's somewhat difficult to control your Militia to not lose any of them.
It felt at least somewhat justified given the proximity of the Gold Mines and the fact that it's the only one obtainable.
Here's some proposed alternatives I can think of:
1) Replace the Granite Golem with an Ogre Lord. Shockwave will act as a moderate deterrance to Militia. Will lower the total level of the camp from 19 to 17.
2) Replace the creep camp with Furbolgs. Furbolg Ursa Warrior, Shaman and Furbolg. War Stomp/Command Aura/Rejuvenation. Total of 16 levels.
3) Replace the creep camp with demons. Kind of thematic in the "summoning gone awry" kind of sense. Demons got loose and claimed the gold mines. Overlord, Bloodfiend, Eredar Sorcerer, Felbeast. Cleaving Attack(x2, Overlord and Bloodfiend)/Howl of Terror/Vampiric Aura/Sleep/Abolish Magic. Total of 17 levels.
4) Replace the creep camp with revenants. Thematic because they've been "summoned" by the wizards. Ice Revenant, Lightning Revenant and Fire Revenant. Frost Nova/Vampiric Aura/Chain Lightning/Purge/Immolation. Total of 17 levels.
I'm going to test these combinations with a group of say 6-7 Militia, 2 Footmen and an Archmage and see how it goes.
Edit: They were all very doable with no casualties, though Revenants seemed to deal the most damage and the demon group took the longest (probably due to Howl). I think it needs to be just a little bit tougher. 1 AM with 7 Militia and 2 Footmen was all it took, summoning 2 Water Elementals to help tank.
I like the combination of an Infernal and 2 Felbeasts. It's a bit too hard to take down early but not awfully hard if you have a few extra Footmen or similar, though Infernals are a bit nasty. If the goal is for players not to be able to easily fast expand, the gold mine needs to be difficult to clear early though.