Every single one of these combos can take weeks or months to set up.
I have now made a Google Docs complete guide on combo runs in Tombs of Terror. Link here https://docs.google.com/document/d/1X...
Combos explained below
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Exodia FTK (first turn kill):
four Sorcerer's Apprentice and one Antonidas. The apprentices reduce the cost of Fireball to 0, and whenever a Fireball is thrown, Antonidas generates a new one. It's really a classic, in terms of infinite combos.
"Fake" Mecha'thun FTK:
start the run with the CHARGE! Anomaly (so that every minion has charge). Make a big Mecha'thun (it could really be any minion), by using Tall Tales and Tell A Story on it, when you meet Bazaar Bob.
Real Mecha'thun FTK:
when Mecha'thun dies and your deck, hand and board are all empty, you win the game. The deck is filled with Anomalus, there's a Flik to kill the Anomalus and remove the copies from the deck. The deathrattles of the Anomalus on board kill Mecha'thun and Flik. The deck, board and hand are all empty, so the Mecha'thun effect resolves.
Velen FTK:
You need to put Velen into your deck by starting the run with the Multiclassing Anomaly, and finding Velen from a loot bucket. The combo involves drawing multiple Velens with Shekzara, then you play six on board, and with any spell that deals 5 damage or more, you can deal 320 damage or more.
Voltron FTK:
You get one of Bob's special decks in the tavern, and it must be the one with Voltron. Then you make Voltron a bit bigger, like in the Fake Mecha'thun FTK. In my combo, I got four copies of Voltron by using Hex-Lord Malacrass and Molten Reflection. Each one has Charge, Mega-Windfury (can attack 4 times). So in my specific case, four 20 attack Voltron, that each get to attack four times, so up to 320 damage could be dealt.
Wildfire combo:
So for this combo, like in the Voltron combo, you need a special deck with uncollectible cards. The card you need is Archmage's Apprentice, so that whenever you cast a spell, you shuffle a copy into your deck. Tak Nozwhisker is crucial, so that whenever you shuffle a card into your deck, you also get a copy into your hand (so you cast a 0 mana wildfire, you shuffle a copy into your deck, which gives you a copy in your hand, that you can cast). When you feel like you cast enough Wildfires, you can kill the opponent with your augmented hero power.
You're clever, you've realized that combo is not truly infinite, because of the deck size limit. You'll be blocked after your deck is filled with 60 wildfires (you won't be able to shuffle extra copies into your deck, so Tak's effect won't trigger). That's why I added Myra's Unstable Element to empty my deck before I hit the deck size limit. Keening Banshee would have been the best way of making this combo infinite, since you wouldn't have to look at the deck size every so often.
I'm calling this one a "combo," instead of a "one-turn kill" or a "first-turn kill," since I didn't do it on the first turn. I could have done it on the first turn using Tour Guide, Maiden of the Lake, Fencing Coach, Reckless Apprentice, Amplified Snowflurry (the card wasn't released back when I did the combo), and I'm probably forgetting other cards. I didn't have the patience to find the last card of the combo, and I also wanted to get some value from the Hero Power, by letting the opponent have minions on board.
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