Originally Posted by
CorruptedAngel
I'm not looking at this as a challenge to find a better MD combo hate card, I'm looking at this trying to figure out why you're going to play a card that will hurt you. Lets play Point and Counterpoint!
MD Root Maze Pros:
-Turns off artifact accelerants for a turn.
-Hurts Fetching and slows down mana production.
-Actually hurts the belcher win condition, if only for a turn or two.
-Hurts storm by preventing massive mana accel in one turn.
MD Root Maze Cons:
-Lowers your overall threat-density.
-Hurts Fetching and slows down mana production, turn 2 Lackey is not hot.
-Disrupts your own Mana Denial package (Ports and Wastes are near useless.)
-Solidarity will just play lands for 4 turns and then win while you've got lands coming into play tapped, slowing your own clock by not being able to play threats as early, and not doing anything to actively threaten them.
-TES will just slow down a turn to play accelerants and land, wait til you play your land tapped and do nothing, then go off in your grill by casting mass ritual effects and tutors into ETW.
-Belcher can still just rocket into ETW via rituals.
I'm sure I'm forgetting things on both lists, but common sense says that the card is entirely counter-intuitive to the pure aggro-combo strategy of the deck. Providing decks with a speedbump that slows you too isn't the same as blocking them from comboing and beating face.