Not only do you have to wait a turn to get your cards, but you cant play lands, and counterspells are essentially dead air when theyre plotted
They fill land spots but if youre good with roughly 15 lands already on field, you shouldn't need many more
The Constructed question is "does this card fit my deck's plan?" The sealed question is simpler: "does this card do something useful without needing a specific partner?" Cards that pass: characters that can quest without dying to the most common Strength values you'll face, removal or bounce that works on any target, card draw that doesn't require a board state to trigger, cheap inkable cards that give Inkwell flexibility in early turns
Snapshot gives you a physical product
Filling your graveyard with half of your library and removing your opponents creatures can help you to gain huge advantages
Frank says that's for Aggro decks, but Stephen often builds non-Aggro decks with more expensive Commanders and Control-style builds