The concept is interesting, and it got me thinking about how you could set something up like this using Duplicate. Maybe something like
Turn 10: Archmage Antonidas, Duplicate. You get 1 fireball from this, and how the opponent responds will make or break the combo. If he removes Antonidas then you get two more, which is not bad but means the end of the combo unless you have another Duplicate in hand.
Turn 11: 2x Sorcerer's Apprentice, the fireball from turn 10 (which costs 2 mana now), and two more free fireballs (also 2 mana each) from Antonidas. You are really hoping the opponent removes one of the apprentices, if that happens then its GG to him. If he removes Antonidas the combo is broken, but at least you would have done 18 pts of damage, with two more Antonidas in hand.
Turn 12 depending on what your opponent did: If he removed one of your apprentices, then drop the 2 Apprentices you got from Duplicate, and spam 1 mana fireballs. You should have 6, which should end the game. If he removed both your apprentices then just drop the 2 Apprentices you got from Duplicate, and you should be able to do 18 pts of damage again.
Of course this is not foolproof (e.g. Hex, Polymorph, Leeroy+kill a whelp, silence), but the setup is a lot less complex than Miracle and requires only 4 cards (Antonidas, 2x Apprentice, Duplicate).
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Yeah. I'm really looking forward to the new single-player campaign-like content. That'll be pretty awesome if it turns out right. Considering there's only three modes to play right now, I'm glad they're adding a single-player feature. Excited to see what rewards come of it as well.