This is one of the worst cards of the entire cardpool, of course, but I think I finally found a case where it might actually be playable. For a long time, I thought you might want to play this against locations that sit in your staging area all game long, sadly those are mostly immune to player card effects. However, you could use this against locations you don't want to reveal ever again (be it for surge, doomed or when revealed effects).
As for doomed, Hall of Beorn gives 5 locations with doomed 1, of which 4 are locations you might still want to travel to for various reasons, and the fifth one is the Endless Caverns from Escape from Dol Guldur, which is a scenario you'd probably rather use more powerful cards against.
Similarly with surge, there are 14 surging locations, however, all of those will force you to eventually clear them through selfexploration, permanent effects or outright forcing you to travel there.
This leaves us with the when revealed effects, where we finally find some suitable targets, like the Impassable Bog (1st cycle), Fouled Well, Plundered Armory, Warg Lair, Stagnant Creek (2nd cycle), Slopes of Gundabad (8th cycle). A cool combo could be cooperating with the West Road Traveller on neutralizing the Dreadful Gap from Dwarrowdelf or the Stock-Brook from the Fellowship of the Ring.
Of course, in order to make all this worth the effort, you want to effectively lower your probability of revealing the said location again... which grows with a thin encounter deck (not the case with most of the quests quoted above) or with additional players.
So in summary, if you want to gain some "I actually put Power in the earth to a sensible use" bragging rights, throw it into your deck together with West Road Traveller the next time you play a 4 player game of Into the Pit/Flight from Moria/Redhorn Gate/Road to Rivendell/The Dead Marshes, and there is a slim chance it might actually happen :)