I think the impending Standard meta could make good use of it, but not being able to target sorceries really narrows its function. Still, hitting a counterspell or removal spell on your opponent's turn, or perhaps something big like Engulf the Shore, while leaving a fattie behind, is powerful enough to separate it from Goblin Dark-Dwellers.
This seems like it has the potential to be a huge tempo swing, the body is actually extremely good for U. Pair it with B and you can blow out a combat with Grasp of Darkness or Murder and have something to swing with on your turn.
This is definitely the Gearhulk with the most potential to gain as more sets are released. Definitely keep an eye on great instant spells until this rotates
This isn't snapcaster in function all that much. Sorceries aside, snapcaster wants cheap spells while gearhulk favors flashing big stuff for maximal gains.
Really exciting card nonetheless and I could certainly see myself flashing back things like Fortune's Favor or Confirm Suspicions (followed next turn by saccing Inventors' Fair for another hulk) in new format.
Do the math Snapcaster's real casting cost is 3-6 mana. A 5/6 body is very threatening compared to snap's 2/1. This guy won't be an ambush viper like snap can be sometimes. I'm ok with casting grasp of darkness or murder off this guy all game long.
We also have discard and self mill options that will let this guy cast some big spells.
This isn't snapcaster in function all that much. Sorceries aside, snapcaster wants cheap spells while gearhulk favors flashing big stuff for maximal gains.
Really exciting card nonetheless and I could certainly see myself flashing back things like Fortune's Favor or Confirm Suspicions (followed next turn by saccing Inventors' Fair for another hulk) in new format.
Do the math Snapcaster's real casting cost is 3-6 mana. A 5/6 body is very threatening compared to snap's 2/1. This guy won't be an ambush viper like snap can be sometimes. I'm ok with casting grasp of darkness or murder off this guy all game long.
We also have discard and self mill options that will let this guy cast some big spells.
You're missing metalcrafter's point, I think. Metalcrafter isn't talking power (although I'd still go for Snap there no question because it can recur sorceries and because it is usually 3-5 mana, especially in a format dominated by 1- and 2-drop burn, removal, and counters). Metalcraft simply means that because Snap requires you to pay for the instant/sorcery and this gives you the instant for free, you'd rather use Snap with 1-3 mana spells, whereas this will be best when paired with more expensive spells since they're free, so they don't fit the same slot. This will still be great in Standard and have some potential in modern maybe.
I'll get to the point. This is a bigger Snapcaster Mage.
This is definitely the Gearhulk with the most potential to gain as more sets are released. Definitely keep an eye on great instant spells until this rotates
Do the math Snapcaster's real casting cost is 3-6 mana. A 5/6 body is very threatening compared to snap's 2/1. This guy won't be an ambush viper like snap can be sometimes. I'm ok with casting grasp of darkness or murder off this guy all game long.
We also have discard and self mill options that will let this guy cast some big spells.
You're missing metalcrafter's point, I think. Metalcrafter isn't talking power (although I'd still go for Snap there no question because it can recur sorceries and because it is usually 3-5 mana, especially in a format dominated by 1- and 2-drop burn, removal, and counters). Metalcraft simply means that because Snap requires you to pay for the instant/sorcery and this gives you the instant for free, you'd rather use Snap with 1-3 mana spells, whereas this will be best when paired with more expensive spells since they're free, so they don't fit the same slot. This will still be great in Standard and have some potential in modern maybe.
No way they could allow sorcerys. Casting time walk effects would be too good.