Originally Posted by
Piceli89
The point with Serra Avenger is that, combined with Mother of Runes or even alone, she's fills both the roles of attacking and blocking in a great way. She can keep an army of critters on the other side of the table down while going on beating and taking away your opponent's life. She's the best card we can have against Merfolk and Goblins, since it's arguably bigger than any of them. She's a great Jitte carrier, and this deck desperately needs something flying to begin recovering the normal disadvantage given by the first turns, played in a defensive role against aggro/aggro-control (usually).
Meddling Mage is just not the same thing. Although its aility is interesting, he's just a 2/2 without flying, who taps himself to swing, and gets killed by a Loam lion or a Kird Ape. That's a control card. This deck needs aggro cards in that spot, because if you tune it in a whole controllish approach, you will just lose to fast aggro in Legacy. This deck is great because it's a complementation of strictly control/denial cards (the counter suite, Wasteland, Wayfarer), card advantage (again, Wayfarer and Morph lot of internal synergies and tricks with the stack, and strong anti-aggro measures (Mother of runes, Avenger, Jitte,Jotun, etc). It's a complete deck under this aspect.
Ninja and Stutter apart, one possible weakness I've found in this deck is that sometimes it just can't compete with aggro's speed, but also with a-say-g1 fast Phyrexian Dreadnought that comes down the first turns and you don't have the counter/Stp or he has counter backup. Plus, sometimes you feel the need for something to stall the game that does not imply the risk of being removed. Here is that I thought about Maze of Ith (crappy comments coming in 3..2..1).
The point is that Maze is obviously tutorable by Wayfarer, and if played as the 18th land (because honestly, I you can consider it as a further anti-.aggro card that fulfills the roleof the "jolly spot" everyone has in their lists), it completely hoses fast fatties, and most of all, the Exalted mechanic, which forced them to attack with a lone creature. Furthermore, it can be tutored and put down when you manage to recover from Zoo's early assault, and that's a card that can give serious problems to them.
Maze's most notable strength is that, nowadays, most of the tier1 don't play Wasteland, so it can be a great annoyance. Zoo, Countertop,and Bant do not. You can obiect that Merfolk does and so Canadian, but there are already pretty good matchups, and Maze is something totally unexpected, so that they could waste another land before it comes down, and in generalit could induce them to waste Stifles on it (given that Merfolk still plays Stifle).
I know that these argumentations could sound sloppy, but yesterday after having tested it in some games against MWS,all I can say is that it helped me enduring 16-lords Tarmo-Merfolks assaults, and also saved my ass from a t2 Marit Lage. It would suck if it were to be the 17th land instead of another mana source, but i feel comfortable playing it as the 18th land, which is okay for me. It has to be considered as a virtual spell, not as a land surely.