I don’t think anyone thinks it’s weak. I think it’s expensive , and I think keeping Orpal alive long enough to get him to maxband and  keep him there and  be able to afford D&D is kinda hard, and so it scares a lot of people away from attempting it.
Death Rites, on the other hand, one could argue is weak in a way similar to Maximum Anarchy.only  useful if you have a decent hand after you play it, and you’ll only be able to play it if you’ve managed to mostly control the board (keeping max Zane alive). Which means you don’t really need to play it, because you probably already have max Zane facing an enemy’s empty board.
Death Rites allows you to have your weenies take out much bigger opponents, or turns their trades into 2-for-ones. But to do that you really have had to maintain a large board of weenies and keep max Garth alive. If you can do that, do you really need the ult? It’s situational, and if you end up with a surprisingly empty board, it’s useless.
             
            
              2 Likes 
            
           
          
            
            
              dude, u had a mech from the first vir maxband (the one that u maxed with training G)
             
            
              
           
          
            
            
              Prynn was the only one who got trained up on Shadow’s side.
Vir midbanded on T6, when he assimilated the Training Grounds. Then he died to D&D. Then Prynn got trained up on T7. Then Training Grounds died to D&D (and Prynn died from combat). Then Vir got maxxed the hard way on T8.
             
            
              1 Like 
            
           
          
            
            
              Yeah, but it’s still forecast and I don’t have any of my seers to cheat it out
             
            
              
           
          
            
            
              P1T1 
StartingHand Workers 
STARTING HAND
WORKERS
 
NextHand 
Skeleton Javelineer
 
Discard 
Poisonblade Rogue
 
Tech 0 card(s)
Float ($0)
[B]Board Info:[/B]
 
 
 
 
 
Pestering Haunt (1/1, Unstopable 
 
 
[B]Economy Info:[/B]
Hand: 5 
Deck: 0 
Disc: 3 
Gold: 0 
Workers: 5 
 
Thoughts 
 
             
            
              
           
          
            
              
                Bob199  
              
                  
                    May 4, 2017, 12:40pm
                   
                  27 
               
             
            
              T1:
Gold (5)
dc3, d5
Patrol:
Other -
Buildings:
Economy:
Summary 
!
$
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              P1T2 
Tech StartingHand Workers 
TECH
STARTING HAND
WORKERS
 
NextHand 
Sacrifice the Weak
 
Tech 2 card(s)
Float ($0)
[B]Board Info:[/B]
 
 
 
 
 
Pestering Haunt (1/1, Unstoppable) 
 
 
 
[B]Economy Info:[/B]
Hand: 5 
Deck: 4 
Disc: 0 
Gold: 0 
Workers: 6 
 
Thoughts 
 
             
            
              
           
          
            
            
              T1:
Gold (7)
dc3 , rs , d5
Patrol:
Other -
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Economy:
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              P1T3 
Tech StartingHand Workers 
TECH
STARTING HAND
WORKERS
 
NextHand 
Summon Skeletons
 
Discard 
Deteriorate
 
Tech 2 card(s)
Float ($0)
[B]Board Info:[/B]
 
 
 
 
 
Garth (0/2, lvl 3, -1/-1 rune) 
Skeletal Archery 
Skeleton # 1 (1/1) 
Skeleton # 2 (1/1) 
Skeleton # 3 (1/1) 
Skeleton # 4 (1/1) 
Horror (3/3, Deathtouch) 
 
 
 
[B]Economy Info:[/B]
Hand: 3 
Deck: 1 
Disc: 6 
Gold: 0 
Workers: 6 
 
Thoughts 
 
             
            
              
           
          
            
            
              T3:
Gold +F +SCV (10)
dc3 ,  d5
Patrol:
Other -
Buildings:
Economy:
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              Rise my Pretties, Rise!P1T4 
Tech StartingHand Workers 
TECH
STARTING HAND
WORKERS
 
NextHand 
Skeleton Javelineer
 
Tech 2 card(s)
Float ($0)
[B]Board Info:[/B]
 
 
 
 
 
Garth (2/3, lvl 7, -1/-1 rune) 
Skeletal Archery 
Skeleton # 1 (1/1) 
Skeleton # 2 (1/1) 
Skeleton # 3 (1/1) 
Skeleton # 4 (1/1) 
Skeleton # 5 (1/1) 
Zombie (2 /2) 
 
 
 
[B]Economy Info:[/B]
Hand: 3 
Deck: 6 
Disc: 0 
Gold: 0 
Workers: 7 
 
Thoughts 
 
             
            
              
           
          
            
            
              LOOK AT ALL OF THEM!  So cute.
             
            
              3 Likes 
            
           
          
            
              
                Bob199  
              
                  
                    May 4, 2017, 10:13pm
                   
                  34 
               
             
            
              T4:
Gold +SCV (9)
dc2 ,  rs, d4
Patrol:
Other -
Buildings:
Economy:
Summary 
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$
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              2 Likes 
            
           
          
            
            
              
 Bob199:
 
Plague Lab
 
 
You teched that in turn 2?!?! And got the 50/50 of not drawing it turn 3?
Well, F**K me. Note to self, Bob is a predictive God, and next time assume he has exactly what he needs and blow up tech 2 not tech 1.
             
            
              4 Likes 
            
           
          
            
              
                Bob199  
              
                  
                    May 4, 2017, 10:36pm
                   
                  36 
               
             
            
              Not sure why you would take down Tech I in this situation anyways.  If I had another IPN, you have StW/units/anything else you may have teched in.  Disease II has Lab & Abomb, both of which deal with any sort of token horde.
             
            
              
           
          
            
            
              Yes, but I knew that I wouldn’t have sac the weak/other things this turn, you hadn’t reshuffled since your turn 2 techs, so they are the only ones in your hand/deck, and I thought only a mad man would tech a plague lab/ABom on turn 2, as they have a large chance of drawing it turn 3 etc. IPN + a tower would also have dealt with my skeleton horde really well as I would need to break Tech 2 this turn to stop Abom etc coming down.
             
            
              1 Like 
            
           
          
            
            
              P1T5 
Tech StartingHand Workers 
TECH
STARTING HAND
WORKERS
 
NextHand 
Lich’s Bargain
 
Discard 
Bone Collector (2/2, -1/-1 rune)
 
Tech 2 card(s)#1  and Zombie trade with Orpal#2  trades with Savior Monk
Float ($0)
[B]Board Info:[/B]
 
 
#1  (1/1) 
#2  (1/1) 
#3  (1/1) 
Garth (2/3, lvl 7, -1/-1 runes) 
Skeletal Archery 
Skeleton Javelineer (1/1, Jav rune) 
 
 
 
 
[B]Economy Info:[/B]
Hand: 3 
Deck: 3 
Disc: 5 
Gold: 0 
Workers: 8 
 
Thoughts 
 
             
            
              
           
          
            
              
                Bob199  
              
                  
                    May 4, 2017, 11:08pm
                   
                  39 
               
             
            
              T5:
Gold +SCV +F (11)
dc1 ,  d3
Patrol:
Other -
Buildings:
Economy:
Summary 
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$
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              P1T6 
Tech StartingHand Workers 
TECH
STARTING HAND
WORKERS
 
NextHand 
Bone Collector (2/2, -1/-1 rune)
 
Tech 2 card(s)
Float ($0)
[B]Board Info:[/B]
 
 
 
 
 
Garth (2/1, lvl 7, -1/-1 runes) 
Skeletal Archery 
Vir (2/3, lvl 3) 
Plague Lab (-/4) 
 
 
 
 
[B]Economy Info:[/B]
Hand: 4 
Deck: 9 
Disc: 0 
Gold: 0 
Workers: 8 
 
Thoughts 
 
             
            
              1 Like 
            
           
          
            
              
                Bob199  
              
                  
                    May 4, 2017, 11:31pm
                   
                  41 
               
             
            
              T6:
Gold +SCV +F (12)
dc2 ,  d2 , rs , d2
Patrol:
Other -
Buildings:
Economy:
Summary 
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$
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