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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...
.
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.
I personally think that by the time your opponent has a board that you can't just remove with Defile or even Hellfire, then it's probably in the late game and you can just use Twisting Nether, DOOM! or even Deathwing if you want.
Basically, this card's niche as being an early board removal feels outclassed by Defile. And by the time Defile is too weak, it's probably the late game where you have far better board clears.
Everyone is talking about the potential combo with Malchezaar's Imp. But we've gotta remember that Team 5 isn't exactly well known for their consistent effects. I think it will work, you probably think it will work, but we've gotta be ready for it to not work.
So yeah, I don't think this card is good. Not "Dust It" level bad, just "Very Bad". Or maybe a 3/10.
You are forgetting a few things. DOOM! costs all your mana at turn 10 and while you do get a bunch of cards you cannot immediately use them while Twisting Nether is usable at turn 8 while at turn 9 or 10 you have only a little mana to use after. With this card at turn 10, you can cast it, hero power then have up to a 4 drop on the board.
In addition it can wipe the board if you are getting pounced on by aggro and midrange when Defile won't cut it as the health of minions have to be in sequence from 1 to do a board clear which is not always easy to do.