As you may already know, Marvel Snap developer Second Dinner has been nerfing cards left and right of late. It's been tough for many players out there, but there is one so personally egregious, so downright distressing, that it continues to make me sad. Following a previous nerf, the dev has effectively nuked one card from orbit, and taken my best deck with it.
What follows is an obituary for Leader, a Marvel Snap card that defined both my favorite deck and much of the game’s meta for a long time.
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For a good amount of time now, the classic Hulk villain, the Leader, has ruled the highest echelons of Marvel Snap's metagame. And for good reason, too. Basically, prior to being pummeled by the devs, Leader ran rampant in the top tiers due to the simple fact that there was little in the way to counter his ability. When played, Leader also copied any cards played by the opponent that same turn. Because Leader costs 6 energy to play, this typically means he is played on the final turn. This combination of factors alone is quite powerful, but the typical plays made on a final turn makes it even more so.
You see, a common tactic for the final turn in Marvel Snap is to just… play the costliest, most powerful card at your disposal. As the point of the game is to finish with two out of three lanes in your favor, brute force is a super viable strategy, so long as you expect at least one other lane to remain in your favor. Leader, historically, completely disrupted this.
Because of the way Leader worked, and the typical way in which final turns played out, if you were winning in two lanes and played Leader (or would be winning in two lanes with the addition of Leader’s
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