This is an inkable card that costs eight ink to play
The same logic also backs up the idea that Treasure is harder to abuse as part of a great draw which is critical, since that would erase most of the benefits of a smoothing mechanic
We can play it, make three 2/1 fliers, gain six life, draw three cards, and then immediately gift it to our opponent so they'll have to sacrifice a creature, discard a card, and lose 2 life on their end step
The problem is that a 2/2 (even a 2/2 with flying) can be outclassed fairly quickly, so delaying Vexing Gull trades its early game relevance (pecking in for damage) for mid-game value (when you might be behind in the race or not be able to attack with Vexing Gull)
This immediate access to your commander and Voltron strategy often presents an uphill battle for your opponents from the very beginning of a game