At the start of your turn, destroy ALL minions.
He's almost been right so many times. He was sure it was coming during the Cataclysm.
How to get
The Doomsayer has a low cost and a unique ability: at the start of your next turn, he will destroy ALL minions, including himself. This effect will clear the board of all minions on both sides. With 7 health, he can take some punishment before dying, allowing him to do his job. Obviously, this card shouldn't be included in a deck that depends on minions as the primary source of damage, but it may be able to slow down an opposing deck that depends on minions.
Protecting Doomsayer with minions that have Taunt is possible but often undesirable, because those minions will be lost upon a successful Doomsayer activation. Instead, spells such as Frost Nova or Conceal can be used to keep Doomsayer alive until his ability triggers.
A silence will render Doomsayer useless unless its controller can increase its Attack, give it Taunt or return it to their hand, as a minion with 0 Attack and no abilities poses no threat and can simply be ignored. However, it is still a risk to leave a silenced Doomsayer on the board, given the minion's high Health and the potential for the opponent to make use of it with buffs such as Inner Fire or Defender of Argus. The Doomsayer's Health makes for an excellent Taunt minion or small-minion remover.
- The end is coming!!!
- Did I miss it?
- I knew it!
Doomsayer is banned during the Curse of Naxxramas adventure's Heroic The Four Horsemen encounter. If played it will be immediately destroyed, accompanied by Kel'Thuzad saying "Doomsayer... You think you are so clever." No mana will be refunded for the card.