Having replaceable units die quickly doesn't qualify as a risk, imo, because all you lose is the (short) cooldown time and the mana. You can afford 15 seconds at your crystal. There are no gold or xp penalties in losing minions.
Outside of initial outlay, mana cost, and cooldown there's no risk in a traditional minion build as long as you can survive long enough to raise another batch. Now that we have effective minions that's actually a problem - Generals can sit back and summon heavy units all day long at minimum expense.
The only things keeping minions from being insanely abused right now are their awkward interface and slow tactical responsiveness, imo.
Two quick fixes would make it all work out -
- Idol minions need to die when their idol is sold (4 sets of priests who all have seperate cooldowns on their heals - OP. Multiply that by the number of Generals on your team - Priceless)
- As well as mana, every idol minion summoned should have a gold cost equivalent to their level. A level 4 Bishop should cost 200 gold to summon, every time. Alternatively, minions killed should render gold and xp.