I really only like to run them in decks that have a use for them in the late game as well as an early source of ramp. If I never need more than 5 mana on a turn, getting to 5 and then drawing a ritual is basically a dead draw. I'd just as soon draw another land at that point. However, if I'm interested in playing lots of instants and sorceries, recurring spells, or if I just have a lot of high cost finishers, it's a great draw early or late game. I run a bunch of ritual effects in my
Dragonstorm deck and in a deck that runs a few
Tendrils of Agony (where they can provide turn 1 lethal with the right draw), but they aren't common in any of my EDH stuff. I run a
Dark Ritual in my Teysa deck, a
Mana Geyser in a few of my red decks, and that's about it.
Mana Geyser had such a high ceiling that it's definitely worth it if you're in red and have anything in your deck that might appreciate 10, 20, or even 30 mana.
2 more thoughts, a ritual usually costs you more than 1 card. You'll almost always play something off it, giving you one spell for 2 cards. That can thin out your hand really quick if you're doing it too often and eventually you'll be top decking and falling back behind again. Also, ritual and the like are more impactful in a short game than a long game. You may love to get your commander out a turn early, but that doesn't matter that much in a 10+ turn game. In a 3-5 turn game, though, it can be hugely significant.