Minion magic cards are a very interesting aspect of the game and bring in much more fun. Several used sorcery cards are:
1) Deeper Shadow with small companies (e.g. Elerína + 2 Orc scouts = 2 hazard limit) to reduce hazard limit/cancel the second hazard played against that company.
2) Deeper Shadow to change
, for example Deep Mines to make Aiglos and Dragon-Helm playable there.
3) A Malady without Healing to eliminate opponent's characters to gain MPs (Elerína + Taladhan, with Deeper Shadow to reduce HL). A Malady deck is quite difficult to counter as you usually get to play one hazard per turn against the company going after you.
4) The Tormented Earth to cancel an attack or give it -3 to prowess (The Grimburgoth, Hador).
5) Words of Menace and Deceit: +5 to DI - for Elerína that means a solid 8 DI to attempt a Dragon faction.
6) Spying out the Land to limit your opponent in what hazards he may play against the company.
7) Well-Preserved for healing.
The most common magic users are Elerína, Taladhan (shadow and spirit magic) and The Grimburgoth (sorcery) - all three are men and can be in a company with Orcs and/or Trolls. You can also build a magic heavy deck around Akhorahil the Ringwraith (who can use shadow-magic, spirit-magic and sorcery as well, any magic card played is shuffled back to deck).
Sauron players may use Powers Too Dark and Terrible (allows a bearer of any special item ring or a mind ring to play one magic card per turn), but I have never seen that.
Fallen Wizards have some magic abilities and may use some of the characters able to do that as well (Taladhan, Fíriel, Hador etc.). Fallen Pallando has a Pallando-specific stage card (Arcane School) which allows a non-Hobbit sage to use all three kinds of magic. Corruption checks are a challenge, but it is a way to some surprising plays (Malady).
1) Water's Tithe to allow 2 more regions for one movement, which may be used in The One Ring deck (if you ever happen to roll the test) to reach Barad Dur or in a CvCC deck to get to your unsuspecting opponent (I used that to much greater effect than anticipated).
2) Hounds of Sauron, either to make a wolf attack on opponent company instead of CvCC (not worth it IMHO) or to reduce the number of strikes of an attack to one (which is quite interesting).
3) Gold Chains in the Wind - creates an ally with 5 prowess to take one strike from an attack against the company (a way to get arounf a Dragon lair auto-attack/Shelob's Lair 2nd auto-attack or against creatures with single strike).
4) Driven as by Madness - prowess boost to the entire company but I have never seen that played (may be for CvCC decks, or Fallen Alatar?).
5) Govern the Storm against roadblock.