Red's two-drop legendary slot competes against bodies that just attack on turn three, and Wingnut doesn't: a 1/2 that needs a second creature to enter before it can profitably swing is asking a medium-speed format to do specific work. The work is tempo, and when it gets done the swings are real.
The home is Mardu Sacrifice and RW Aggro, both leaning on cheap creature density and the Food subtheme to refill turn after turn. A turn-three sequence of Wingnut plus any one-drop ally hands you a hasted attacker that gives the rest of your team +1/+0 on the swing: the difference between a 2/2 bouncing off the format's 2/3s and trading up into them. The two archetypes want it for opposite reasons, though. RW Aggro values the haste mode to convert the body the turn it lands; Mardu Sacrifice cares more about the anthem trigger stacking on a wide board it was going to rebuild anyway. UR Sneak wants it less than it looks: that deck's evasion is already priced into its threats, so a body that needs board context before it can attack fights the archetype's curve rather than extending it.
Pick band sits P1P6 to P1P8 in red, climbing to P1P4 once you've committed to a token or recursion shell that guarantees the Alliance trigger every turn. The punishers are the format's standard two-mana answers: Stomped by the Foot kills it on sight, and Grounded for Life snipes it the turn after it attacks, when it is already tapped and cheaper to remove. The payoff for protecting it is the attack trigger compounding with Bespoke Bō or a hasted second wave: three bodies become lethal a full turn ahead of where the curve says they should.
Maindeck in any creature-flood red deck, a non-starter on a stalled board where nothing else enters. The low going rate on this card reads correctly for a deck taking Wingnut as a generic two-drop; it reads too low for a deck built to feed it.
