Tangle vine isn't good because it's destroyed too quickly. Tanglevine is good when you will have the initiative next turn and you want a tiny bit of tempo. It's worse in slower books that don't have a high damage thres, but with books that have anywhere from 12-21 dice a round thresholds, tanglevine becomes a lot better. Believe me, gaining initiative to jinx their tele to hit them with a meteorite with a hawkeye followed by a watchtowered sniper is ridiculous. Even if it's just double boulder jinxing them at the end of the previous round after vining them can be off the wall in hyper aggressive books like my Earth Wizard.
Which leads us to the problem with most of the Wizard builds seen at Gencon. They were all incredibly defensive without enough offense. It says something when the finals match goes to tiebreakers. Playing to the objective of the game is the only way to win. Playing to the tiebreaker is inefficient and does not give an accurate representation of the meta at all. I mean, the finals match didn't even see actual dice damage until the final quarter of the match!
What I like about this build more than any other of the Earth Wizard builds or wizard builds I've seen is that it has an actual clock, an actual damage threshold, and doesn't depend on the match going to time. Getting to watch Hanma play this deck was a great sight, and the only match he lost was the match where he... played too defensive!
Tanglevine can be good in the right situation - especially if paired with a jinx. But thats means you spent two spells and quite some mana to make it worth!
To compare tanglevine with other crowd control spells (e.g. force hold or turn to stone) i prefer to keep it as simple as possible (i.e. without jinx which can be used in both situations anyway). So lets have a look into a simple example: You cast a tanglevine on a Grizzly who is in a zone with one of your crystals. The grizzly cant move, but it attacks and onehits your crystal. Next round, your Opponent has initiative and teleports the grizzly into the zone he needs him. In the end, you used an action and 5 mana to cast tanglevine whereas your opponent used an action and 3+ mana to free the bear. But, he has the benefit of repositioning the bear!
How does this look for force hold? You reveal force hold on the bear. He attacks and onehits your crystal. Next round you need to pay 3 upkeep and your opponent dispels Force Hold. In the end you paid 3 mana more than your opponent and both of you spent an action. But, he will not be able to reposition the bear (well unless he uses another action for that).
Another benefit of force hold/turn to stone is that it lasts for an infinite time if your opponent runs out of dispels and you got enough mana. I prefer cards that last quite some turns or which force the opponent to use his dispels at least. The idea behind this is to be spellbook point conservative.
To summon up: Tanglevine is quite a good spell, but its effect isnt worth putting it into this spellbook - especially not since its out of school and turn to stone costs only 1 spellpoint more.
Something else to consider: Some might think its better to have one tanglevine and a turn to stone instead of two turn to stone. I think its not, because the tanglevine has a different counter than turn to stone. Therefore, its better to focus on turn to stone since at some point your opponent will run out of dispels. If you instead combine tanglevine with turn to stone, he might run out of dispels but that doesnt matter, since you have only tanglevine left which he is able to counter with his remaining teleports.