I know this card looks funny, but it could potentially be one of the most helpful short-events you ever put in your deck. For one thing, this card can be played at any time at a Border-Hold or Free-Hold. Organization Phaze, Site Phase, even Movement/Hazard phase if you aren't moving. And the potential to virtually wipe out all corruption cards and hazard permanent-cards in one fell swoop is nothing to sneeze at.
Finding a Border-Hold or Free-Hold isn't that difficult for a hero player, so this card is not going to have to wait long if you decide you have to play it. And remember, there are NO modifiers affecting the rolls, so you can stay untapped and ignore the usual -3 for removing those corruption cards, and you can even remove those cards that usually have to have a certain situation take place to remove (normally you don't even GET a roll), such as Foolish Words, Plague, Bring Our Curses Home, Foes Shall Fall, etc.
Note that this card does not affect cards played on the company as a whole, such as Nothing to Eat or Drink, Stormcrow, etc.
Don't feel like tapping a character to remove a corruption card? Or for that matter, Foolish Words? I for one hate tapping to remove Foolish Words. I'd rather just leave it on and worry about it later. But now you have the option to remove every hazard permanent-event on all your characters in a party at once.
Ok, here's the scene. You're at Beorn's House, and dragging about a Plague, Lure of Nature, Foolish Words, and just for fun, Alone and Unadvised. Not a pretty sight. It's your organization phase, and you need to keep your characters untapped. Well, go ahead and try to remove them normally with a roll, and don't forget to add 3 for not tapping, and by the way, Plague stays cause you aren't at a haven, and Foolish Words stays there cause you don't feel like tapping. Let's say that you blow all the rolls. Well, play Glamour of Surpassing Excellence and try again, but THIS time, no modifier for staying untapped, AND Foolish Words will be gone on a roll of 8 or better, and you can keep all your guys untapped. So instead of needing an 8 or better for the Lure of Nature, or a 10 or better for the Alone and Unadvised, you just need a 9 for the Plague, a 5 for the Lure, an 8 for the Foolish Words, and a 9 for the Alone and Unadvised. Still, not the best of odds, but believe me, better than nothing at all. And if you manage to get lucky, this card has more than made it's worth apparent.
One thing to remember...this card is yet another in an ever increasing number of cards that use dice rolls. Examples: Jewel of Beleriand, Trickery, various rings, riddling attempts, offering attempts, etc etc.. So don't be squeamish about dice rolls if you plan on playing this card. In my opinion, any roll is better than no roll, because lady luck may just be looking your way.
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)