The Sneak cost is the whole pitch, and TMT's combat math is what determines whether the pitch lands. The format's common ground sits at 2/2 and 2/3 bodies with a handful of 3-power attackers, so pushing a creature through unblocked on turn three or four is realistic, especially when the attacker is itself a Sneak threat the opponent is already trying to size up. That is the window where this becomes a two-mana double reanimation, and TMT fills graveyards on its own through the hybrid 2-drops and the small allies the set wants you to chain.
WB wants it most: that deck is already running Stomped by the Foot to clear blockers and already trading off cheap bodies it would happily get back. WR equipment builds want it for a different reason, returning two early creatures after combat to reload a carrier for Bespoke Bō or Novel Nunchaku. The split in priority is real: WB treats the fair sorcery mode as a baseline two-for-one, while WR is paying for the tempo swing, the combat ambush that lands two blockers' worth of bodies after blocks are declared.
Take it P1P5 to P1P7 in white. It's mono-white and open to any white drafter, but the Sneak cost rewards a real white commitment rather than a light splash. Cast it fair most games: four mana for two 3-drops is a reasonable rate in a midrange format this dense with legendaries. The punisher to respect is Grounded for Life, which hits a tapped attacker cheaply and can pick off your Sneak target the turn you swing. Draftsim's 2/10 treats it as a trick that never resolves; that undersells how often the fair mode alone earns the slot. Maindeck in any white creature deck.

