just because cards in a deck interact with one another or build off a certain idea or game plan does not mean its a combo deck. a combo deck is generally built around a specific guaranteed interaction that ends with the player winning the game, with the rest of the deck designed to both survive until the combo gets online, and to keep the player alive until theyre ready to pull the trigger. lor has barely any combo decks due to how its designed, most of what is considered a combo here would constitute a regular midrange/value deck with flexible win conditions in other card games. even cards like atakan, elder dragon or asol are usually played on a board thats already been won and could just be controlled until the end of the game.
Man, I gave up at blasphemous, before the final boss. I gave up when I got to the BS boss you face after getting all the bones. I ragequit after enough attempts.
In Path of Champions id honestly love for them to experiment more with difficulty eith instead of just stacking modifiers and powers to make things harder just make the AI's decks better and more competitive with multi champion boss fights. Sometimes the atacking modifiers jist make it so you havr way less options to rven rry ajd beat the adventures but if it's just about the AI having more synergistic decks and playing smarter then its more abiht you just building your own deck better and having the skill to win.