Playing as a curse enchantment heavy Warlock:
Open with Morloch's Torment and Ring of Curses and move one space towards middle column.
14 Mana left (19-5)
Turn two, move two spaces up the middle column and set Ghoul Rot
21 Mana left (23-2)
Turn three, activate Ghoul Rot before Upkeep, pay for Morloch's Torment for 3 damage (and repeat every turn). Then set and activate Magebane and set Nullify on opponent mage.
16 Mana left (28-5-1-4-2)
After that, during the next two turns (with a total mana of 34), put out Idol of Pestilence and try to put on a burn with Fireball (or by Exploding opponent equipment), and bring out Malacoda. Then again, can't plan that far ahead and need to react to whatever opponent is doing.
It seems like a lot of dedication to a strategy that is easily disrupted and/or stopped dead.
Example: I see you coming and put a wall between us. Now you can't see to curse me or throw a fireball at me.
Example: I see you coming and put a nullify or reverse magic on myself. Now you have to throw your timing off to seeking dispel my enchantments that could bite you hard in the ass should you choose to ignore them.
Secondarily: You are rushing the board without any thought to defensive measures. Against the Priestess, for example, she could 1st turn drop Brogan and Bear's Strength to severely harm your Warlock if he comes in for what is, in reality, very small ping damage.
A very good discussion was held in another thread about the overall weakness that Curse play suffers. Curses are easily dispelled, don't do very much harm if ignored, and detract from defense and more effective offense.
-nihil