Turtles tribal is the only deck that wants this, and the question is whether Turtles tribal is a real archetype or a marketing concept. The set's commons suggest the former: enough hybrid Mutants, Ninjas, and the type-cycling support to let a GU or BG shell hit a workable creature count of valid targets. Inside that deck, this is a P1P7 to P1P10 maindeck filler that smooths early draws and helps you assemble the legendary payoffs the set is built around. Outside that deck, it's a sideboard slot at best. A generic GU tempo build without a real tribal density hits land far too often off the four-card window for a one-mana spell that does nothing to the board, and green at one mana usually wants Sneak enablers or a 2/2 instead.
The format physics make the card narrower than its baseline read. Speed is medium and removal is real, so spending turn one on a non-development cantrip costs a tempo turn you cannot trivially recover; this isn't a fast-mana format where the cantrip slots into a curve that needed filling. Where the card earns its keep is finding the two-color legendary Turtles at uncommon, the ones that demand specific pairs to cast, and chaining into equipment like Bespoke Bō on the right body. Typecycling already does some of this work for free on actual creatures, which is the real competition for the slot.
Take it late, play one copy, cut it the moment your Turtle count drops below the threshold where the reveal clause matters. Draftsim's 2/10 is roughly right; the ceiling is "fine," and the floor is "I drew my cantrip on turn six."
