That's not the intention. Here's an analogy with Shardless: you have to jump through some hoops to cast Visions the same way you have to jump through some hoops to cast Treasure Cruise. Obviously if you're in a tight spot, you would prefer to have Ponder or Brainstorm or Predict or whatever than a naked Visions in your hand. The reason why you play Visions is because it allows you to refill your hand with gas and apply pressure just by dint of the card advantage it produces. Same thing with Treasure Cruise. I'm not trying to cast Treasure Cruise through RiP to look for Golgari Charms - I'm digging for Golgari Charms so that I can bury my opponent with the card advantage from Cruise.
The reason why this is an effect you want in a tempo deck is because you get to play much more mana-efficiently than control decks (like Shardless) and so you can convert your extra cards into an actual on-board advantage very easily. Think about it this way: there used to be a real trade-off between this mana efficiency and the raw power of cards like Ancestral Visions that made Shardless versus BUG Delver a real question. With Treasure Cruise, this trade-off may no longer exist. Delver decks might get to have their cake and eat it too. We don't run 2/2's for 3 or 1/1's for 2. We don't have to cut Wastelands to facilitate our late-game trumps. All of our cards hit harder and earlier, and our early game disruption is far more potent. Now we will also get the raw card advantage that used to be Shardless's unique feature.
Honestly, the argument might extend to all blue decks - many other decks might deform their game plan to support Cruise. Think about Vintage - decks that can play Ancestral Recall do it if they can. The effect is really that strong.
First, my experience has been that if you TC after combat, you get to refill the grave adequately before your next combat. So typically you're not missing out on very much damage, if any. Second, the cards we are drawing do not have blank text boxes. They are useful for things besides feeding Goyf. Maybe you draw a card that allows you to clear your opponent's Goyf out of the way. Maybe you draw a crucial piece of combo protection that buys you the one last turn you need to deliver the killing blow with Goyf. And so on.
There's a reason that the decks which seems to be making best use of TC are the ones with the lowest curve and fastest threats - it's because you need to dump cards quickly to make it castable in a reasonable timeframe. Delver decks already do this well, but we think that we can do it better, and that it would be worth sacrificing something to lower the curve because drawing 3 cards is so powerful. Raising the curve is the last thing I would want to do if I wanted to maximize TC's potential.
You are totally correct on this point, I was wrong. I will say, however, that my personal experience has been that the hate is not too hard to play through, though. RiP is of course the main offender, and it can definitely be powerful, but it's not unbeatable. After that, though, what is commonly played? Grafdigger's Cage is definitely #2, and it does nothing against TC. One-shot effects like Tormod's Crypt are both rarely seen and ineffective given how fast we fill the graveyard anyway. Surgical Extraction is somewhat better, especially if it strips the TC, but who is running that against us?
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