Urza's Mine / Urza's Power Plant / Urza's Tower The three Urza MTG land cards work together to form an interesting type of mana ramp
For players who have built their list up over years adding cards they found in store cabinets or learned about from other players every slot in that decklist has a personal history, and every combo feels like a reward for their cleverness
We mostly believe people will know what they're signing up for in a game with Braids as a commander, and as a card in the 99, it is reasonable and acceptable
Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode
A better fit for this card would be artifact-heavy stax lists such as Heliod, Sun-Crowned , especially if they run cards such as Mishra's Workshop that can help get Trinisphere out early to start putting pressure on the faster decks at the table
I also know someones going to name Horror with Reflections of Littjara, get access to two Hullbreaker Horrors, bounce the original back to hand with Consider or Opt and keep making more Hullbreakers Im less sad they worded Archmage of Echoes that way now, and lets be honest, that someone is probably me