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  Method for Well Being

Power Up!

1 SR 107

Date Reviewed: 9.24.04

Constructed Average Rating: 3.5
Limited Average Rating: 1.5

Ratings are based on a 1 to 5 scale
1 being the worst.
3 ... average.
5 is the highest rating.


Scott
Gerhardt
* Game Store owner in CA, ShuffleAndCut

Multiple M:TG Pro Tour Appearances

Method for Well Being

I think this card is very weak for a Super Rare. The quad-yellow requirement makes it difficult to use, and I think it will only situationally be very good. Don't get me wrong, I said it was weak for a Super Rare. That doesn't mean I think this card is total garbage or anything. If you catch the right timing, it's a 10 Power Swing. I think often, though, it's going to be a 4-6 Power Swing. Just don't build a deck around yellow for this card.

In limited, forget about it. Quad yellow is almost impossible to obtain, and your deck can't be very good if you pull it off.

Constructed: 3
Limited: 1.5 




 


cecillbill

(Top 4 at
2004 GenCon
Championship)
Method For Well-Being

There are many ways to ruin your opponent's plans in MegaMan. You can negate an opponent's blast destiny, destroy his resources, or even blast from his power gauge! Method For Well-Being's one nasty looking card since it wrecks your opponent's power.

PROS:
#1. High Destiny. 5's a good number for making your blast count.

#2. Burns an opponent's power--all of it. You're zapping away an opponent's potential blast destiny and ability to make crucial plays that require power for a turn or more. If your opponent doesn't have any power, then most likely he can't play his best battlechips or events in response to your blast or plays. Next turn, if he doesn't have any low requirement cards in his hand, a blast of 1, or resources in play, then he's doing very little to you because he can't blast or meet card requirements needing more than 1 power.

#3. A way to replenish your power gauge. Powering up to a full bar matters when you're a blast happy NetNavi or you've been burning through your gauge to cripple an opponent via event cards like Shocker.

#4. Has combo potential. Read some of the other reviews to check those out.

CONS:
#1. Requiring 4 yellow resources to play means this card's suited for mono-yellow decks.

#2. Hard to play versus certain decks. 4 resources can be hard to keep on the table and hard to get on the table. Sometimes you really want/need to spend resources, certain decktypes can bounce or destroy resources easily, a pack of yellow resources could have been syphoned off your deck via damage and then be several card draws away.

Rating: 3/5. Yellow has a lot of easier to pull off and effective burn/replenish tactics. Have to do a careful balancing act to make dropping a card like this count.
 

Otaku

Name      : Method For Well-Being

Set          : Power-Up!

ID            : 1 SR 106

Type       : BattleChip

Destiny   : 5

Requirements-

Color       : Yellow, Yellow, Yellow, Yellow

Emblem  : None

Power     : None

Card Text: Power up until your power gauge is full and burn all of your opponent’s power.

 

MegaMan is still a relatively new game.  As such, some of my terminology may be confusing, as I plan on using the game specific terms to refer to cards.  For example, Energy refers to cards in your deck, but Power refers to cards in your Power Gauge.  Confused?  You can download the current rule book here, from Decipher’s MegaMan TCG site.  If something doesn’t make sense, make sure the game meaning is being applied to the word.

 

Name               : Just like yesterday, Method For Well-Being’s name means relatively little.  Like BattleChips, Events aren’t ever really in play, so the rule about being unique doesn’t affect them.  So unless they kick out something else with this name, it won’t matter (it will for tomorrow’s card).

 

Card Type        : Events are the least restricted card-type in the game.  In addition to what I said in the “Name” section, you can play as many Events as you can meet the requirements for each turn (and for smart alecks, having it in hand is one of the requirements).  The downside is that, unlike a Resource, you can’t put it into play and save it for later use.

 

Destiny Number: Method For Well-Being is Destiny 5.  This is the third highest Destiny in the game, but is more common than those higher than it.

 

Requirements  : Method For Well-Being has a massive color requirement of four yellow resources.  Even using the new Virus cards (a special kind of resource that plays more of itself from your deck) to get them into play.  The effect also requires planning to get much use out of it.

 

Card Effect       : Filling up your power gauge is great, and nuking your opponent’s at the same time is better yet!  This is a great effect, but using it requires finesse.

 

Uses/Combos   : You’ll want to find a way to burn up most of your power gauge, and if possible, make your opponent fill theirs.  Blasting and many good cards will burn your power.  Filling your opponent’s usually requires patience, though I know of one card that works: ProtoMan, Controlled Fury.  So is this just fun for ProtoMan decks?  Nope; just the opposite.  ProtoMan, Controlled Fury is an Ally, a special type of resource.  Since the card is named ProtoMan (the second part, Controlled Fury does not matter for this part of the game), you couldn’t have it out with ProtoMan.  Doing so would break the rule on having only one card with the same name in play.  Everyone else can consider it though: the resource requires four power in your gauge to be put into play, and only has a Destiny Number of 1.  Still, it’s a pretty wicked combo, since it puts the cards in your opponent’s hand into their power gauge.  So you’d kill their hand and leave them with no power.  While that would maximize it, I would settle for just killing/playing a total of five energy with this card.

 

Ratings

 

Casual        : 3.5/5 (for decks that are at least half yellow).  Unlike yesterday’s card, it may be hard to meet the color requirements, but it won’t require quite as much forethought once four yellow resources are out, unless you insist on using it for full effect.

 

Tournament: 3/5 (for decks that are at least half yellow).  I dropped it here because one should expect to see more resource destruction in this format.  Keeping four out will be nearly impossible, so if you want to guarantee getting this off, you must play it first thing in your Main Phase.  Still, something to consider if you have an open slot or three.

 

Limited                    : 1.5/5 for Sealed, 1.75/5 for Starter, and 1.25/5 for Draft.  It’s a great card, but just too hard to use.  If I remember correctly, only one starter has Yellow, and it’s already out.  Pulling enough yellow is hard enough as is in Sealed, but in Draft it’s harder yet since someone may counter draft you if they notice all yellow is disappearing.

 

Summary

This is a niche card, but that doesn’t mean it’s not good.  In the right deck it’s amazing.

 

tcorbett Method For Well-Being

Rating: 4/5. Method is easily one of the most annoying of the Super Rare Events to play against. Not only do you set your opponent back a few turns and most likely wreak any plans they had, you also Power Up to full. It's great when comboed with BoysBomb, or better yet, BoysBomb3 from Grand Prix. The only bad thing about it is it's requirement: 4 Yellow Resources. So, not only do you HAVE to play Mono-Yellow to seriously consider putting it in your deck, it can be difficult to actually play , especially if your opponent is ALSO playing Yellow. After all, one of Yellow's foci is Resource destruction. And in a game where damage is done by milling cards off of your deck, there will be a few times where you don't even SEE 4 different Yellow Resources.
 

 

 

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