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To think that this card, along with many others after 8 years of pushing Discard desperately, would make up one of the strongest decks the game's ever seen.
There's officially no downside to this card, it's now "Destroy all minions. Deal at least 12 damage to the enemy hero, fill your board, and replace your hand."
We've come a long way.
Hi! I have a question. My opponent used this 'Cataclism' card. I had 30 life points. After use I Defeat. Why could this be?
LMAO, you updated your post every year dude XD
There's nothing quite like dropping this with four or five High Priestess Jekliks in hand. It's not exactly Mecha'thun, but still.
Mecha'thun is coming...
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Turns out the card is pretty bad, even if it works with Imp.
Who's laughing now?!
Turns out that Cataclysm is pretty good in a Mecha'thun deck (although it's still inferior to the Druid version).
I'm not laughing now.
Now it works with all the new Discard support they pushed out.
I mean...at least it was bad in Kobolds and Catacombs though...?
So I just got owned by this card, I'm curious why when you play melch's imp, and then this, that it doesn't 'destroy all minions" first, then activate the discard. It seems to me that they're two separate events, and should be treated like that. If Melch's imp is played first, then cataclysm should destroy it. Shouldn't it?
This card is stupid-good. You can just stall till turn 4 and pop this if you have it by then. And basically can activate your quest next turn. This card alone makes Warlocks the quickest class to activate your quest now.
Could have some potential in Zoolock
Cataclysm is the new Astral Communion for YOGG to cast on standard :(
I hope the flavor text for this says: "He tried to take candle."
Deathwing does combo with Malchezaar's Imp and Cataclysm has exact same effect as Deathwing's Battlecry. I can't see why it won't work.
This is a tough one. A 4-drop board clear at the expense of your hand. If your hand is empty I guess or you only have some discard friendly cards in hand. The current card pool of the latter though doesn't make this really all that worth it. I suppose if you really want to dump your whole hand to insta-complete Lakkari Sacrifice but that still seems like a highly questionable trade-off. I have a feeling that this may end up being meta defining in a way that I can't yet see, but right now, anyone's guess is as good as mine.
Why, completing Lakkari Sacrifice t5 with Malchezaar's Imp looks strong. You lose 6 cards from your deck, but it gives you endless tempo/value from t6. Possibly enough to win any control matchup, and given full AoE, even non-control ones. Not meta-defining, but makes quest really strong.
the weakness of the warlck quest was how hard it was to complete and it took a few turns to generate value. just like old school handlock with drake if you complete the quest routinely by turn 6 you can win the game with the pressure from imps. i think this is very good.
This is not as good as people seem to think. Deathwing is good because you are left with at 12/12 minion. This removes the board and your hand and leaves you with nothing but taps, hopes, and dreams. It's like a reverse Astral Communion. Super meme.
Yes, but you can't play Deathwing at turn 4.