I like how Mike talks about Force of Will stopping a Jackel Pup and then goes on almost immediately to say that this card is better...and he does it with a straight face.
Go ahead, stop my Jackel Pup.
I understand his point. In a combo deck, when you are preparing to "go off", this is better than Force of Will. However, how many Forces get played trying to keep you alive long enough to see your combo in the first place?
Don't get me wrong, this is a great tool for blue, to be sure, but it has some hefty costs associated with it. The most obvious is that you can't play it until you have 5 lands in play (and hope your opp doesn't kill one of them).
Whenever a blue mage plays a counterspell, there is the cost of having 2 less lands open to be able to defend against the next threat. This card taps down 5 lands AND let's your opponent untap all of their lands. Sure, it's a turn delay, but I see this being played in 1's and 2's as an emergency fallback at best.
If you could pay now OR later, then I could see it being more of a contender...as it is.
So, I did the crossword puzzle and got the names of a few cards. The statue that they keep showing I believe is "Akroma's Memorial". Names from the crossword:
Rift Elemental (red creature)
Akroma's Memorial (Artifact)
Darkmor Salvage (Land)
Lost Hours (Black Sorcery)
Logic Knot (Blue Instant)
The crossword doesn't do punctuation or spaces, but they all seem pretty clear.