A shadow came out of dark places far away, and the bones were stirred in the mounds. Barrow-wights walked in the hollow places with a clink of rings on cold fingers, and gold chains in the wind. Stone rings grinned out of the ground like broken teeth in the moonlight. (The Fellowship of the Ring, p.181)
Plague of Wights :: METW & MELE :: Hazard Long-event :: u & u
The prowess of all Undead attacks is increased by one. Additionally, if Doors of Night are in play, the number of strikes of each Undead attack is doubled.
Art by Randy Asplund-Faith (METW)
Art by Angelo Montanini (MELE)
Plague of Wights is another basic card in every set. It's an uncommon in both Wizards and Lidless, and almost every player probably has at least one or two in his collection. It is one of the basic modifiers for Undead.
The basic ability of Plague of Wights is nice but not outstanding. There are easier ways to get an effective increase of prowess by one. For example, if all the characters in a company are tappped, then all attacks against it effectively have plus one to prowess _and_ the attacker gets to choose where the strikes fall. Nothing to Eat or Drink (MELE) is another card which decreases the prowess and body of characters in a company by one making it potentially more effective than the basic Plague of Wights.
Doors of Night, however, brings Plague of Wights into it's own. Doubling the number of strikes of Undead, can be a killer advantage. Barrow Wights themselves, oddly enough, benefit least with only one additional strike, but Ghosts get three extra strikes and Ghouls get a massive five extra strikes. We are definitely looking at some tapped companies here.
A deck with the famous Chill Douser (3 strikes), Ghosts (3 strikes), Ghouls (5 strikes), Stirring Bones (a lowly 2 strikes), Plague of Wights and Pierced by Many Wounds (MEDM) chills me with fear. Imagine against a company of seven dwarves.... I play Plague of Wights with Doors of Night in play. Next I play Ghouls. They are normally five strikes at seven, but now they are _ten_ strikes at eight. Also, as my third hazard, I play Pieced by Many Wounds so the first extra strike assigned to each character is -4 instead of -1. With all that, everyone takes a strike and Balin, Thorin, and Dori face strikes with a -4 on their prowess.
Plague of Wights is a long event, which can be to your advantage or disadvantage. The great thing about long events is that they do not have to be played against the company you actually want to effect. For example, it your opponent has two or three companies with a hazard limit of two, you can play Plague of Wights against the first and still have two hazards to play on each of the others. However, the Plague will have around during your turn. This can be dangerous if you are venturing into sites with Undead auto-attacks or if your opponent is playing Undead as well. Also, because Plague of Wights is a Long-event, it is subject to Voices of Malice and Marvels Told.
One final note, I do not recommend keeping Plague of Wights on the table with The Will of Sauron (METW). I have found that Sauron's will is fickle and will tend to help your opponent just as much, if not more, than it helps you.
Frerin
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)