Firestorm doesn't need to be moved. Plop it right on top of the party. Voila, the vast majority of creatures have to stand in it to have any hope of winning the encounter.
What keeps the enemies from fleeing around a corner and setting up an ambush while the PC's are waiting for them to come back to the zone of death?
Cloudkill prevents that by letting the wizard sweep the zone into the new combat site. Evard's prevents that by keeping the enemy from making a clean withdrawal.
Zurai said:
The Cleric only needs 4 encounters and 4 dailies to be equal to the number of control spells a wizard can put out. It doesn't matter that the wizard has more options as long as the cleric has enough options.
Okay, let's count. For purposes of this count, control functions consist of area damage, enemy-penalizing zones, single target major negative conditions(blinded, dominated, helpless, petrified, restrained, stunned, or unconcious), or multiple target negative conditions.
Cleric at-wills that perform control functions: 0.
Cleric encounters that perform control functions(by level):
1: Cause Fear, Divine Glow(2)
3: 0
7: Searing Light(1)
13: Mantle of Glory(1)
17: Blinding Light(1)
23: Healing Torch(1)
27: Sunburst(1)
Cleric daily powers that perform control functions(again, by level):
1: Beacon of Hope, Guardian of Faith(2)
5: Consecrated Ground, Rune of Peace, Spiritual Weapon(3)
9: Astral Defenders, Blade Barrier, Divine Power, Flame Strike(4)
15: Holy Spark, Purifying Fire, Seal of Warding(3)
19: Fire Storm, Holy Wrath, Knight of Glory(3)
25: Sacred Word, Seal of Binding, Seal of Protection(3)
29: Astral Storm(1)
Cleric paragon paths with both attack powers performing control functions:2(radiant servant, warpreist)
I admit, when I started this count, I didn't expect these results. It turns out a cleric can fully load up on control powers. In at least some situations, a cleric's daily control power will be more advantageous than a wizard power of equal level. Let's look at encounter powers, as they will be used more often than dailies, and clerics seem more limited there. Assume a top-level character has a 17, a 23, a 27, and a paragon path power.
Level 17: Blinding Light: If the cleric is wielding a two-handed weapon, he can beat out the damage of force volley to a single target, and blind it for one round. With level 17 spells, the wizard can do more damage to each of multiple targets, or more damage to a single target within 20 squares and remove it from combat for one round.
Level 23: Healing Torch: The wizard can create a smaller burst that does roughly the same initial damage, with the added effect of creating a zone of 10 automatic damage for one round. Alternately, he can stun a target within 20 squares or use Chain Lightning.
Level 27: Sunburst: The wizard can create an equally sized blast of significantly more damage, or take control of a foe for one round.
The trend in controller capability I'm seeing here is that while a cleric's daily powers can match or, under the right conditions, slightly exceed a wizard's daily powers, the wizard has the advantage when it comes to encounter powers. This says to me that a wizard is a better controller overall, but a cleric who really tries can come close. That doesn't seem too horrible if you consider a cleric to be a leader with controller options, like a fighter can be considered a defender with striker options.