I tried the deck and its fun to play, I'd say Time Walk is the most important power piece in the deck. I'm having trouble understanding a few things however:
Why Root Mazes?
Why no fetchlands?
Wood Elves seems a bit expensive, but I suppose its just to bring out a land and clamp him
Mazes: They pwn control and combo. They serve as disruption that slows your opponent down without affecting you as much.
Fetches: The synergy with mazes is terrible.
Elves: I'm not fond of them either but they serve multiple purposes: mana, draw, threat, all in one, albeit being a bit slow.
I see, after testing, Wood Elves is needed since often enough you get those hands with 2 land and ESG or 1 land and Sol Ring, etc.
Without Crucible I think Root Mazes aren't that great anymore, at least they've seem to slow me down quite a bit.