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His level 1 ability is unique amongst all heroes: Orpal Gloor puts -1/-1 runes onto units and heroes instead of regular damage. Any time he hits a unit or hero, he’s not only reducing their HP, but also reducing their ability to fight back by lowering their ATK as well.
There’s another powerful aspect to those -1/-1 runes as well. If an enemy 3/3 takes 1 damage, it’s possible that some with the “healing” ability could remove that damage and get it back to full health. If it’s a hero, you don’t even need an extra card to heal: all heroes remove all damage on themselves whenever they reach their next level band (so they’ll always heal twice between level 1 and max level). They will NOT remove -1/-1 runes this way though. So when Orpal Gloor weakens a hero, it’s serious. The only realistic way to get rid of -1/-1 runes is to put +1/+1 runes on the same thing. If you do, they cancel out and both disappear.
His middle ability is also really powerful; by sacrificing a unit he can put a -1/-1 rune anywhere. (Everything dies to Disease, even your own units!) And then his final ability lets you SPREAD the -1/-1 runes if you can kill something that has any -1/-1 runes. This spread of Disease is key to his gameplan. Make sure to orchestrate your grand plague just right.
This starting deck card can help you get more -1/-1 runes into the mix:
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