The pick band tracks the sneak puzzle. In a dedicated WB Ninjas or RW Sneak deck that has actually drafted the one-drops to bounce, this is a P1P5 to P1P7 maindeck card: a four-mana instant that resolves a combat your opponent has already committed their blocks to, then leaves three bodies attacking on the far side of the red zone. In a white deck that backed into the color late, it is a sideboard card or a fourteenth. The full mode is the floor, and three 1/1s for four loses to a 2/3 eating a token in any honest combat: that 2/3 is one of the format's most-played common bodies, so the floor is a real liability, not a theoretical one.
What makes the rate work is the sneak line, and it works at instant speed in the one window the card opens: declare-blockers. You need an unblocked attacker there, which means the opponent either declined to block (you are racing) or had nothing to block with (you are ahead). The bounce is a cost paid on cast, so the one-drop is back in your hand before anyone gets priority. Grounded for Life, the white removal that wants tapped targets, never sees the returning creature. It can answer the body once you replay it, but the three tokens have already landed.
The competing priorities split on what each deck wants from the swing. RW Sneak wants the three attackers crashing past locked blocks to close a race. WB Ninjas treats the same line as a tempo grind, banking bodies it can sacrifice or rebuild around later. TMT's medium speed is what keeps the card honest: quick enough that three mid-combat attackers tilt a race, slow enough that the full-cost floor stays embarrassing.

