Stench of Mordor :: MELE :: hazard permanent-event :: u
Environment. At the start of its site phase, each company at a site in a Dark-domain (or Shadow-land, if Doors of Night is in play) must tap one untapped character if available. Discard when any play deck is exhausted. Cannot be duplicated.
Art by John Howe
A number of Mordor-affecting and dark-domain-affecting cards were specifically prohibited from being played against minion companies when MELE came out, but this is one that was deliberately introduced. I guess the place smells bad for orcs, too.
Stench of Mordor is primarily a stopper card against certain kinds of strategies, although its annoyance factor against other decks can still be pretty high. Its main purpose is to cause trouble for Mordor-faction-raising decks, especially those that use a single Orc or Troll leadaer sitting safely in Udun or Gorgoroth or what have you, merrily raising factions without the slightest opposition. If you're foolish enough to have that Orc or Troll leader be *alone*, then this card will completely shut your strategy down.
And so, like Call of Home and Muster Disperses against heroes, Stench of Mordor is probably more important simply because it *exists*, and not necessarily for when it's in play. Because it exists, a wise minion player will at the very least through an Orc Brawler beside those stationary leader to take the heat (or, in this case, the smell).
For a long time this card was a shoo-in for my sideboard, but in a recent tournament I actually had it in my play deck, and was glad that I did on a couple of occasions. YMMV, but if Mordor-hiding decks are in vogue where you are, this card is very helpful.
It's also transient, though - as an environment, it's vulnerable to Twilight, although by the same token it's not vulnerable to Voices of Malice or Marvels Told. Plus it's lost when a deck cycles, which doesn't usually stop you from playing it, but might if you're in that endgame period when both decks are close to cycling.
That's the basic schtick, but the card has more potential as well. Against heroes it may seem too obscure to have much effect, but on the other hand, how many times have you seen Beorn & Glorfindel traveling to Mount Gundabad on the first turn out? And against either alignment, SoM's potential greatly increases when Doors of Night is in play. With Doors, SoM targets shadowlands as well, which broadens its effect considerably and *really* rains on a minion parade. Suddenly the Horse Plains and Khand are trouble spots (sources of easy factions for minions and valuable ones for heroes), as well as a number of other places. Working in concert with a general tapping strategy (Waiting Shadow and Darkness Under Tree are both auto-tappers that benefit from and need Doors, respectively), SoM can become an integral part of your hazard strategy.
It's a simple card, a sideboard staple, but its potential beyond that runs deep.
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)