Stay alive, draw cards.
Play Archmage Antonidas as part of the combo, or use him aggressively since you have a 100% survival rate (assuming no shenanigan secrets) and can guarantee 1 attack and 1-2 Fireball casts the following turn, for a range of 11-17 damage.
Outside of the core combo pieces of Antonidas, Apprentices, and Molten Reflections, every defensive card is interchangeable depending on card collection or brawl meta.
Doomsayer is a bonkers board clear if you have no minions to play on that turn
Acolyte of Pain is good for 2+ card draw if you can get a free attack into a small minion
Arcane Artificer is a good way to gain a ton of armor for free, you can even spend a Molten Reflection to double up, since the damage output of Antonidas and just 3 Apprentices is more than enough to 2-turn kill your opponent.
Turn 7 Combo:
7 mana +
Apprentice + Apprentice + Molten + Molten
2 mana + 2 mana + 2 mana + 1 mana = Infinite Fireballs
If short on one Molten Reflection, that is still 2 1-mana Fireballs, so ideally you have the perfect hand by turn 7, or you delay by 1 turn to play the combo at turn 9.
Turn 9 combo:
Antonidas + Apprentice
7 mana + 2 mana
Apprentice + Molten + Molten:
2 mana + 2 mana + 1 mana = infinite fireballs
Apprentice + Molten
2 mana + 2 mana + 6 1-mana fireballs = 44 damage (including Antonidas and Apprentice from last turn)