Markets, black or grey, provide sometimes the only bridge of communication between antagonistic peoples and nations. Other times, they are the only refuge when being hunted
You are traipsing about Southeast Middle Earth, influencing the Men of Dorwinion, the Wain-easterlings, the Easterlings, the Variags, the Nurniags, the Haradrim and the Southrons to your side. You don't want your opponent to double his or her item marshalling points, so what to do? Why not stop by the Raider-hold.
The path is a wilderness followed by three shadowlands. The alternative is to head from either the Iron Hills Dwarfhold (wwws), Dale (wws), Lake-town (wws), Shrel-kain (bws) et cetera, south to create a safer path, but you then are in the flight path of most dragons ahunt. Attempting the southerly approach by heading due east is not much better, with the jumping off point being either Haudh-in-Gwanur or the Southron Oasis in a wilderness, then a shadowland, a dark domain, and finally second shadowland.
Getting around the detainment.
Four at nine is nothing to sneeze at. Granted it is only detainment, still, being tapped means a wasted turn. Solutions? Large company or high prowess characters or man attack cancellers. And Forth He Hastened, Jewel of Beleriand, Cram, Waybread and the like can work, but are difficult to depend upon being in your hand when you want them. Man attack cancellers are less efficient here, as you will probably need them elsewhere; still, if you have a way of recycling them, be my guest. High prowess characters run many risks, the result of which in most cases will deny turn efficiency because of requiring the character to tap. Arouse/Awaken/Incite defenders, FEAR, FIRE! FOES! or Tidings of Bold Spies, anyone? The large party is also at risk, as the increased hazard limit is something to be concerned about in this area of Middle Earth.
Any major item, of preference those which are non unique; i.e., Sword of Gondolin, Sapling of the White Tree, Hauberk of Bright Mail. Why non unique, you ask? Because you don't want to have someone play the same major item you have in your hand to play next round, resulting in you having to try to cycle it to bring out another major item. This in a deck which emphasizes factions? Better hand economy says to accentuate the possitve: generic major items can be played without complication and you can fill your deck with influence boosting cards to get around Mordor in Arms, and the negative modifications to influencing the abovementioned factions.
And for your bonus, pick up (another) Noble Hound. This is easy to do (provided you have a character untapped) and prevents your opponent from doubling another category of MPs.
Now, before the rules and math wizards out there jump all over me, I know that the above intimated deck suffers from the restriction about no more than half of one's MPs can come from one source. I must leave something as an exercise for the reader, you know.
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)