Each of these effects is well costed on its own, so even if you can only pick one, 5-7 mana will usually ramp out your commander or another expensive spell, and effectively drawing 3 cards will usually get you to a land drop or something you can play later in the game
Energy is a very cool mechanic that was so horrifically broken in Standard its been passed over for further support in main-line sets
Then, if you have 2 or less Life cards, add up to 1 of your opponent's Characters with a cost of 3 or less to the top or bottom of the owner's Life cards face-up
If it doesn't seem like it's even the same card anymore, that's because it isn't
It's such a powerful effect in Standard ramp decks to have a creature both become stronger based on the number of lands in play and also ramp that number up when it enters, and that's not the only use case for Lumra
While combo decks are fine in Historic, uninteractive combo decks that win with just two cards by turn three are not