Turning a random thrull into 2 colorless or 1 colored mana gives you all the ramp you need to make your deck function while stacking invaluable triggers from your sacrifice payoffs
The land side grants only one type of color and, on most of these, will come into play tapped
Every perk comes with a setback that balances it
You know, a perfectly reasonable reaction to something entirely chance-based
As it turns out, for Magics design team, having a potential villain in the room also seems to make games a bit better especially in a biodome, which is what Wizards calls the environment where a release of preconstructed decks are played against one another
You force them to spend multiple removal spells on the card before being able to damage you again, which results in huge resource losses for decks that heavily depend on them