Labyrinth: "You must take your opponent into a deep dark forest where 2+2=5, and the path leading out is only wide enough for one"
-Mikhail Tal
Root Maze might be the most unbelievable card I've seen in this game that has never gotten any serious play or recognition. Slowing down lands AND artifacts is literally ludicrous, even before artifacts became their own mega-deck taking advantage of the monster lands that pump out mana or advantage. Even without the meta-interaction of slowing down every artifact that wants to tap the turn it comes into play for massive advantage (One Ring, Moxes, the Keys, Lotus Petal, etc), it shuts down mega mana accelerants in the two Monolith cards, as well as combo artifacts (Grindstone, Goblin Charbelcher, Isochron Scepter, etc), so those lightspeed artifact decks get the double whammy. They lose their turn 1 double mana land and can't dump their whole hand in a turn. Truly, a glorious interaction.
As for slowing down lands, Maze comes with an extra bit of tomfoolery. The universality of fetchlands in every deck that's not artifact or some stupid combo means that it will take opponent 2 full turns of doing nothing to get access to a single mana by playing a fetch land. The fetch comes in tapped, then the land it fetches comes in tapped. And, if this all happens turn 1, you literally get a minimum of 2 free turns for the low, low price of a one-drop enchantment.
If you're on the play, you get your land (fetch or otherwise), you drop Root Maze. If opponent doesn't have a Force, they're essentially sunk. Best case scenario, opponent drops a mana-producing land (maybe some moxes) and passes. You've got an active land now, and a deck with 25 one-drops, so you drop your second land (which is tapped) and maybe drop a Tamiyo, or Prismatic Ending a Mox, or get your selection going with Ponder/Brainstorm, or (most devious of all), hold up Stifle for the fetchland activation. Or, perhaps you just throw out Wasteland and smile, knowing you've sunk opponent's battleship. Opponent untaps land 1 and either fetches into a tapped card (that you can Stifle) or has to face a full game of always being 2 turns behind you and playing into a barrage of one-drop interaction and cheap engines that make getting off the ground next to impossible.
Root Maze being a one-drop is just silly. It's hard for me to accept that I haven't seen its potential until now, but you live and learn I suppose.
The rest of the deck tries for very cheap Bant good stuff to take advantage of the situation as well as capitalize on a few fun interactions you can engineer.
Life From the Loam is fun anyway, but in a deck that slows down lands it actually gets even better, as you can recycle Wastelands causing true havoc, or just make sure you hit your landdrops every turn and not bleed to death or let opponent combo off needlessly because everything is on ice. This is thrown into maximum overdrive when combined with Intuition, which lets you pitch a Loam, Uro, and whatever tech land you need for 3 mana at instant speed. It sets up your wincon, and TWO engines, and other than counter it or mess with the grave, opponent can't do much about it.
There's also the fun little synergies, like Stifling your own Uro to enter more quickly, or using Karakas to save Uro or Tamiyo from removal or as chump blocks. You can even use Teferi to bounce your own Root Maze if you need, especially with Uro active (who drops lands), letting you get down some much needed untapped lands for the interaction to come. You can always just replay Maze M2 for a single G if you want/need, or you can hold it as Brainstorm fodder once you don't need it anymore.
Feedback appreciated