The pick math is unkind: a two-mana enchantment that needs another for the level that matters, asked to earn its slot in a format where games end on a 3/2 trading into a 2/3, not on a topdeck burn race. Boros Equipment is the only deck that even opens the conversation, and even there it is a late hold, the card that wheels back at P9 or later once Bespoke Bō and Bot Bashing Time are gone.
The deeper problem is that the format does not want what red rummaging sells. Looting pays off when the discarded card is dead in hand and the drawn one closes the game. In a midrange goodstuff environment with good fixing and splashable hybrid commons like Mechanized Ninja Cavalry, your hand is usually full of castable cards. You are not unloading flooded lands; you are turning a real card into a real card plus two damage, while the enchantment itself sits on an empty board demanding you keep attacking for the trigger to fire at all. Against Grounded for Life, which gets cheaper into a tapped attacker, that attack requirement is policed early and hard.
Level 3 is functionally unreachable in a real game: six total mana spread across turns for a tutor that then forces a random discard, with no graveyard payoffs in the set to turn that loss into upside. The level-2 mode is the honest read, pitch a land, stay card-neutral, ping for two on the Boros curve-out. But Sneak shows up on 59 cards here, so cheap evasive damage is already everywhere; the format does not need a rare slot to grind two per turn.
Maindeck only in clean RW aggressive builds. Sideboard everywhere else.
