While I kind of agree, there is a significant difference between building a deck around a single card (which could be undrawn or destroyed) and a leader ability which is always (except for lockdown) available — especially when the leader is designed to stabilize an archetype.That kind of proves the understated point I was making. They are fragile gimmick decks that fall apart if one thing is missing. They are not good decks that depend mainly on the skill of the player.
This is not true al all leaders, but some — especially in MO and SY — strongly influence the “economy” of the game and have to be built around. This does not make all decks using that leader “gimmick” decks that take no real skill. If anything, they make lockdown the gimmick deck by causing rounds to be won solely by matchup. Let me take two examples.
A successful consume/deathwish deck requires a careful balance between consume cards and deathwish cards. Neither consume nor deathwish cards are generally worth their provision cost without the other — they become bricks. A good deathwish deck has enough flexibility with mulligans to remove or work around these bricks. Overwhelming hunger, with guaranteed consume-like effects, plays around the unreliability of drawing consume card and having them survive. It also switches the balance between consume and deathwish cards in a good deck. And because deathwish decks are balanced by the developers based upon overwhelming hunger being available, they are seriously weakened when it’s not. Removing an ability like imposter is akin to removing one (very good) card. Removing overwhelming hunger invalidates the entire deck design.
Hidden cache is another such example. Hoard cards have little value unless they can meet the hoard condition. Creating a hoard requires having enough cards to consistently earn enough coins — but this ability comes with a provision cost. “Leftover” coins are wasteful in the same way unused provisions are wasteful. But coins are far more fickle than provisions. They impact sequencing of cards and they are dependent upon draws. Hidden cache changes the balance between earners an spenders needed by both providing some coins and reducing the need for as many coins. It also provides flexibility to use certain low coin cost cards without first needing to establish earners. And these cards are balanced by game design under the assumption that the leader ability exists. So when lockdown denies the hidden cache leader ability it doesn’t just remove a nice effect challenging a player to adjust strategically, it disrupts the entire game balance in ways that cannot compensated for.