It's not as if you really NEEDED another reminder that your starting company should always, always contain a ranger, but here one is. The threat of cards like Long Winter and especially River was plenty enough reason to make rangers indispensable, but Enchanted Stream ups the ante even further. Now hazard players can go on the offensive with River/Stream combos, giving travelling companies more trouble than they have rangers to handle it.
Though the wording is different in a significant way, Enchanted Stream, like River, will in most cases force your opponent to tap a ranger. The different is that for the Stream, the ranger must tap immediately, in response to the play of the card, in order to cancel it. River doesn't require that sort of immediate tapping - according to the CRF, you don't even have to tap a ranger to fulfill River's requirements until the site phase.
Enchanted Stream is more offensive in that respect - it demands an immediate response from your opponent. It's also a little harder to play - instead of requiring only a moving company, it requires a company moving in wilderness. That's rarely hard to handle, especially against hero companies, so it's only an incremental disadvantage.
If you're a hazard player, a good strategy is to lure your opponent into tapping his ranger with a River, then follow it up with an Enchanted Stream that he won't be able to cancel. If you're the victim of a River, remember to hold off and see what your opponent has up his sleeve before tapping that ranger - there may be a stream around the corner, and then you have to decide which one will hurt you less (unless, of course, you have two rangers in the company - not a bad plan these days).
Assuming that your opponent doesn't have a ranger to cancel this card, how effective is it? It can be a major annoyance - worse than River - against small companies, and is a significant annoyance against anyone. It's a long-term card, though - your opponent won't feel the hurt until the following turn. With River, at least, you can slow him down that turn, which means that if he was planning on a big combo in the site phase, he has to keep all those cards clogging his hand for a whole new turn.
Still, I'll take Enchanted Stream over River most times. I've played River many a time against opponents who smugly confided in me that they were just travelling to that site to generate cards - they weren't planning on doing anything that turn anyway. Wasted River. With Enchanted Stream, you never have to second-guess your opponent that way - unless he's on his way to a Haven, it's always worth playing.
If the company has 1 or 2 characters, they're going to be completely tapped out from this card before they can move, which effectively means (unless they're adequately stocked with untapping cards) that it will take them two turns to get done what they need to do - one turn to move, the next turn to stay put and be untapped. Half-speed in a racing game like this one is devastating.
Even in a company with 3 or 4 people, having half your company tapped usually means you won't be able to do everything you wanted to do during your site phase that turn. And the incidental bonuses of having your opponent's characters tapped at the beginning of movement - being able to choose defenders for more attacks, for example - are numerous.
Companies can always go to a Haven to shake this card, which reduces its effectiveness somewhat. If some of your opponent's characters are wounded and they were planning on heading to a haven anyway, Enchanted Stream won't have that much of an effect. But if that's the situation your opponent is in, you don't have a heck of a lot to complain about, do you? It's when he's dancing from site to site without taking any damage that you're in trouble, and that's when this card can come in handy. It's an ideal stopper against opponents whose companies are simply too strong for most of your hazard creatures.
There are a couple reasons why Enchanted Stream works better against heroes than minions.
Firstly, while minions will very likely move through wilderness at one time or another, they don't necessarily have to, and they certainly do it less, while heroes will always, always move through it
Secondly, there are more minion strategies that allow for multiple, smaller MP-cards to be played at the same site or at tapped sites, so they're less likely to have to move every turn to generate points. It may be possible for a company to stay at a site for two or three turns profitably, in which case Enchanted Stream isn't going to bother them much.
That said, I can think of two good reasons why the Stream can be great against Minions -
Firstly, there are fewer staple Minion Characters who are rangers, and,
Secondly and perhaps more importantly, this card is THE card to stop those annoying wandering Solo Trolls.
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)