Root Maze,

Artifacts and lands come into play tapped

It's just the opponent's artifacts and lands, the Goblins and Haste are unaffected.

No one is using Root Maze to replace a SB card, I'm using Root Maze to replacing Mogg Fanatic, so the rest of the anti-combo SB cards aren't competing for slots.

High Tide has 8 Fetchlands here, and so did the original lists, so that's what I'm going on, and regardless of Turnabout and Reset, the opponent is still losing at least one land on the turn he is going off, two mana with High Tide, and he's getting double tapped for each Fetchland.

TES gets its Chrome Mox and Lotus Petals tapped before the combo and during the combo, so he's losing either storm count or mana count and then he's losing the mana count from the Chrome Mox and Lotus Petal after a Diminishing Returns and a land drop. CIPing the artifacts and passing the turn also allows Tin-Street Hooligan to turn into a Stone Rain.

Maze isn't GG against combo, but unlike Pillar, it has a definite affect on their game plan, costs one instead of two, can be MDed and is one sided (considering Fetchlands).

It loses ground against aggro, unless the opponent is using 8 Fetchlands for thinning, but it raises the percentages against the rest of the field as far as I can tell.