Typically, we see one-mana cantrips being played very often in Modern, Legacy, Historic, and really any format that has a solid density of them, because they're such good velocity tools for finding lands or action when needed
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I like this because it gives drafts a little chaos while seeding commander staples into circulation
I think for a deck that embraces flooding the field with characters and bouncing would-be-banished characters back to your hand, the cards that let you heal (which are almost never useful in any trading card game) are wasted space here
For one less mana, were gaining a ton and all that were missing out on is vigilance
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