Tired of trying to dump corruption and creatures on that powerful, skill balanced company that has rangers for your rivers, scouts to avoid your worst monsters and enough brawn to gather in MP's and trophies from the rest?
It has come down to us as a Roman tactic, but it is as old as politics itself - divide and conquer.
So You've Come Back suggests that one of the company is irritating, argumentative, self-righteous or simply smells awful. Either way, the rest of the company wants him or her to leave, post haste, and in order to keep them as a functioning unit your Ringwraith or Wizard is going to have to exert a lot more influence. This is bound to play havoc with large parties, pushing the GI drain up two or three more points. In a best-case scenario (depending on your point of view) it will force the discard of a character in the next organisation phase to get the GI total below twenty, assuming the company is not at a (Dark)haven. This scenario will certainly occur, but not often enough for So You've Come Back to earn a place in the deck.
However, there are other scenarios. The only way to get rid of this hazard (short of Voices of Malice or Marvels Told) is for the target character to leave the party at a Darkhaven. This isn't such a big deal; presumably the character can simply rejoin the same phase, as there is no limit to the number of times you can rearrange companies at a haven. But what it does do is to force the discard of certain cards. Some of the palantiri, should the numbers drop below a certain point but more importantly, Fellowship, and its MELE equivalent, Swarm of Bats. Short of killing or corrupting someone in one of these companies, causing a dangerous GI drain with So You've Come Back might more easily achieve this goal.
A third scenario is a combination with Call of Home, and I give credit to Kevin Barrett for this nasty, nifty application. So You've Come Back may not push the mind level over 20, but it may lift it to a point where Call of Home and a number of other hazards, like Muster Disperses, are given a far better chance of success. Lessening that addition to the die roll for spare GI by even a point could make all the difference. If your opponent would have to roll a 9 to avoid the Call, just one extra mind from So... halves the chance your opponent's character won't listen.
So does this hazard make the cut? Well, for a deck which leans heavily on hazards like Call of Home, News of Doom, Muster Disperses et al, there is a place for one or two. For other decks, it is a classic sideboard card - the right answer for the right situation.
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)