This realm can never be rebuilt. Due to its high resistance to magic, this player is immune to the effects to other player's dungeon cards.
Copyrights:
TSR
Wizards of the Coast
This realm is an interesting one, that has great power, but also carries with it danger. The danger comes in the short first sentence, as the elven Towers cannot be rebuilt if razed.
The realm still occupies its current place in the formation until replaced, and thus this power only helps if used with a Playing to Lose (10/DR-chase) theme. Since many tournament decks are built around rebuilding realms after getting them in play with events and characters, this will reduce its play in tournaments.
However, its second power is very interesting, as it makes this player (and his formation, champions, hand, and deck) immune to the dungeon cards. This includes primarily defensive type powers; for all practical purposes, opponent's don't have dungeons in play in regards to this dungeon's owner. Some examples include Level Playing Field (51/IQ) (this player may use instant defeat cards to beat their champions), Labyrinth of Castle Greyhawk (6/DU) (this player may raze and discard that player's Greyhawk realms outside of combat), and The Azure Tower of Onad the Fallen (24/DU) (you can stop that player's helpful events and copy their harmful events).
This type of power is very useful, and unique currently to the Elven Towers. Therefore, there are many settings in which this realm will be very useful. If you never intend to fix razed realms, this card is a great choice for any deck where it doesn't disrupt its theme. Even then, this card will find playtime, and can be countered by any card that could raze the realm, or aided by any attachment that could prevent it (like Keep of the Dead (64/AR)).