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.