This card makes it easy to fill a gap in a lot of hazard strategies: the "You Get There" gap. You know what I'm talking about. How often does it happen that your opponent has a company staying put at a Haven, or moving somewhere pathetically safe? You WANT to have something to play on that company, but you you have nothing.
Some strategies, like corruption or agents, can easily get around this problem, but for others, like most creature-oriented hazards, it's difficult. With Power Built by Waiting, though, anybody can have something to do to use up those valuable hazard limit slots. Before now, not being able to use up every unit of the hazard limit every turn was a failure, but a minor, understandable one. Now it's just a failure.
Power Built by Waiting is a long-term card. You can play it and tap it right away on the same turn, and thus break even, but it's more useful if it's already in play. An extra hazard always helps a little, and it can make all the difference against a company with a hazard limit of 2 - against Stealthing Hobbits, for example, the difference between Searching Eye + Orc Warriors and Searching Eye + Orc Warriors + Orc Warband is gigantic.
And the untapping gives you something to do with all those extra hazard slots. This can seriously punish someone operating with a large number of small companies - it might even be possible to tap PBBW against company 1, untap it against company 2, and use it AGAIN against company 3. Even when your hazards are well-suited against your opponent, and you're pounding him, there's bound to be one time or another (like when you're hoarding resources for a big combo) that you won't have anything to do. PBBW is always useful, and cards that are always useful tend to make their way into all of my decks.
Now that PBBW is in the mix, how do you overcome it? It is yet another reason to put three Marvels Told / Voices of Malice in each of your decks. It's also possible to avoid it (and also avoid a number of other hazards introduced by MEAS) by playing with large companies. The difference between a hazard limit of 2, 3, or 4 is pretty big, but the difference between 4, 5, or 6 is much smaller, since your opponent won't likely have more than 4 or 5 hazards in his hand unless he's been saving up, which means he probably doesn't have more than 3 or 4 playable ones.
A final word of caution: there's a growing number of very helpful meta-cards to fill out your hazards, but you shouldn't lose sight of the fact that the ultimate role of hazards is to pack a punch. You can layer on the PBBW, Daelomin at Home, Mouth of Sauron, Eyes of the Shadow, etc., but unless you also have solid base of damage-dealing cards, they're all for naught.
Original card review taken from : http://fan.theonering.net/morgulrats/
With the authorization of the webmaster.
The reviewing team consisted of Gwaihir (Chris Farrell), Gimli (Nathan Bruinooge), Ohtar (Charles E. Bouldin, Esq.), Radagast (James Kight), Joshua B. Grace (Beorn), Martijn Steultjens (Fram Frumgarson), Jason Klank (Saruman) and Jeffery Dobberpuhl (Wormtongue)