When I first saw this card, I very wrongly placed it on the pile of "Cards That Hurt Minions Who Are Hunting After You, and so Should Be Placed in the Sideboard Just In Case". I probably did that because that's what most of the card text is talking about. But to see the real value of the card you don't need to go beyond the first two sentences of that text. More importantly, you should keep your eye on the number in the upper-left-hand corner.
No Strangers is playable on all but a couple hero factions, for free, right after you play the faction itself. It gives an extra marshalling point. Those two facts are more than enough to recommend the card to any faction-oriented deck. Furthermore, they make some faction decks far more viable than they ever were in the past. Everything else is just icing on the cake - and it's a lot of icing.
Once you play this card, the site is never discarded. This means that you can always go back there, whenever you want, and can continue to even play cards there like permanent-event or cards playable at a tapped site. You can play Hobbits at Bag End and come back later for Bill the Pony, or tap any border-hold and come back for a Noble Hound. You can play Houses of Healing on a No Strangered free-hold for a permanent secondary haven. The big mama of places to play this card is, of course, Minas Tirith. You can come and go as you please after playing Men of Anorien and fill in your companies with Return of the King, Choice of Luthien, and the White Tree at your leisure instead of clogging up your hand for one big MT bonanza. This fact, coupled with the high number of good factions down south, makes No Strangers a highly, highly important addition to a Southern Faction strategy. Along with The Sun Unveiled, it catapults the possibilities of that strategy into the highest echelons of play. it makes it a contender.
The second clause in that second sentence is, however, a disadvantage. The site also never untaps. So no Fireworks for one thing. More significantly, it doesn't go back to your location deck when you cycle your deck, so in longer games, you won't be able to go back for seconds. I made the mistake once of playing this card after I recruited the Knights of Dol Amroth - when I cycled, I realized that even though I could easily go back there, I would not be able to pick up Nenselde or, for that matter, anything else. The lesson is this: pick the sites you play it on wisely. Most faction sites have just one thing playable there, the faction, so it's a problem that shouldn't come up too often.
The final icing is the automatic-attack boosting effects of the card. Its effect can range from the inconsequential (oh no. TWO at-7 attacks to get into Raider-hold. Save me.) to the monolithic (Minas Tirith, the dwarf-holds). It's a hard card to use offensively, but if you and your minion opponent happen to be playing factions in the same neighborhood, it can really rain on his parade. It won't lessen the necessity of you having to get to the faction first, however.
I'm still thinking of new uses for this card every day. It's a big winner, one of my favorites. Beware.
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)