Tribal lands earn their slots by being unsplashable in the worst case and irreplaceable in the best, and this one collapses that range hard. TMT's Ninja and Turtle commitment lives in two places: the GU and UR common pairs leaning on Sneak triggers, and the legendary Turtle uncommons that pin players into specific color pairs. For those drafters, this is a P1P5 to P1P7 pickup, ahead of generic fixing like Escape Tunnel once the deck has declared.
The colored-mana clause does real work in a format with hybrid commons (Mechanized Ninja Cavalry, Foot Ninjas) where a deck might run sixteen sources of one color and lean on this for the splash of the second. Sneak rewards getting creatures through unblocked: the three-mana evasion activation reads as redundant on a keyword that already bypasses blockers, but it matters for the post-combat alpha turn and for non-Sneak Turtles trying to push the last points through Grounded for Life's tapped-creature gotcha. The activation cost competing with deploying a fresh threat is real in a medium-speed format; you rarely activate before turn six.
For everyone else this is a Wastes with a dead text box. Boros Equipment and BG Food have no reason to touch it, and the colorless-only floor is too weak to maindeck as fixing in a format where TCRI Building and Dimension X exist at common. Maindeck in two-tribe builds, sideboard nowhere, last-pickable everywhere else. The Draftsim 5/10 read is roughly right on average and badly wrong at the extremes: it's a 7 in the Ninja deck and a 2 in any other.

