Raze to the Ground
Artifact destruction is usually a color's tax on flexibility: it does one thing, and the mana you spend on it is mana not spent on your own game plan. This one pays part of that tax back, but only when it hits the smallest stuff. Kill a one-mana mana rock, a cheap equipment, a Sol Ring, or any artifact whose mana value is one or less, and you replace the card in hand; aim it at anything with a higher mana value and you get the destroy without the cantrip. That split is what shapes how you point the spell. It nudges you toward answering the artifacts decks lean on early (the one-drop enablers, the cheapest ramp pieces) by making those the profitable targets, while still functioning as a clean removal spell against a game-ending bomb where you were happy to trade one-for-one anyway. The can't-be-countered clause is the other quiet piece of engineering: artifact-based control shells tend to sit behind counterspells, and a removal spell they can't Force away closes off the line where they simply protect the piece you were trying to break. Nothing here is flashy, and the rate is honest rather than exciting. What it reflects is a designer's read on what artifact removal is actually asked to do at the table: most of the time you are prying loose a cheap engine piece, and being rewarded for exactly that job is more useful than a bigger number on a card you cast once.
