Also, because I like consistent draw engines, I also typically find that discarding down is never a problem, since I'll inevitably refill, especially since one or two of the cards I'm keeping will also be refills/draw related.
Finally, I often treat my GY as a second resource, so dropping things in there is never a complete loss, and can sometimes be a boon. If I have a Nezumi Graverobber on the field, I might just want to drop some of those creatures in the yard - even if it will be more expensive, just so that I have the option of utilizing them at instant speed.
I suppose my approach to deck construction plays into it as well. I typically like to ramp a lot, so I keep a fairly decent number of basic lands in my deck, anywhere from 12-20, except for special circumstances. From there, between dual lands, fetch lands, and the huge amount of utility lands that now exist - I have issues justifying Reliquary over other more proactive options.
For example, I typically like to have about 3 Strip Mine variants to be sure I'll have one if needed. I also am a large fan of Scavenger Grounds as another emergency outlet. Many lands are deck dependent, but Mirrorpool is highly flexible, while Winding Canyons, Emergence Zone, Blast Zone, Buried Ruin, Homeward Path, Arcane Lighthouse, High Market, Inventor's Fair, etc all play into various strategies and needs.
This is before even landing onto options that have colored activations, such as Blighted Fen, Gavony Township, Hanweir Battlements, Hall of Heliod's Generosity, Mistveil Plains, Kher Keep, Alchemist's Refuge... etc.
Now, like all the others, Reliquary Tower has a time and place. I've included it in one of my decks that tends to draw in very large, but more infrequent bursts. I'd also designed the deck for a younger nephew, who might feel bad about discarding all those cards, or might not be quite as good at discarding quickly, or effectively. Perhaps a bit of a crutch, but there are other things to focus on for him before that.
I also like Reliquary in decks that play towards handsize matters, or some storm variants that use up wheels and damage per draw, etc.
In short, I think it's definitely useful... but in the right place. I don't think I see it used effectively in a lot of situations.
I find this to be a very unique situation to play around. Having an opponent play Jin-Gitaxias, having the means to find and play the tower prior to losing your hand, having that opponent not have Strip Mine or similar to foil your plans, while also having you be unable to find and use a removal on Jin Gitaxias.Quote from materpillar »Ironically I just saw someone lose a game yesterday because they had cut Reliquary Tower from their deck. They'd forgotten and cracked an expedition map to go find it. Didn't have it, and had to discard their hand because of Jin-Gitaxias, Core Augur. Thus death. In fact, I've seen Jin-Gitaxias so much recently I've considered adding Reliquary Tower back into my decks out of sheer annoyance. Admittedly, this is an extremely niche personal metagame situation.
Maybe I'm over-analyzing it, but it's a very specific scenario to me, which I would rather respond to in a number of ways. That said, if Jin Gitaxias is that big of a meta-include, it seems a tower for emergency use might be a good idea. I'd probably still hold up a Swords or Path instead though, or even in addition...
Why does it take people so long to choose cards, or why do people really need to wait for you to make those decisions at that exact moment in a social game.Quote from materpillar »Another strong point in favor of running Reliquary Tower is because if you do happen to randomly draw 18+ cards, the rest of the table doesn't have to wait for 5 minutes while you carefully decide what to discard at the end of your turn... which also happened to me yesterday.
I know each playgroup handles such things differently, but my LGS (fairly casual end, for the record) typically has no issue proceeding forward with play while the person discards down.
I'm usually the one who also draws upteen million cards as well, and discarding usually isn't that hard. I typically keep the top 2 instant speed removals/answers, one or two board wipes, one or two card draws/refills/recursion engines, and a land. Maybe one decent threat - but usually that threat is getting everything back. If you're drawing 18 cards; you're in a commanding position. All you really need to keep are the cards that help you cement that position, protect it, or recover it. Alternatively, cards to destroy it, should someone turn the tables against you.