This is a Mindslaver Lock.
- Mindslaver controls an opponent's next turn — all actions and decision-making, short of conceding outright — completely.
- Ten mana (produced by the double-tower "UrzaTron", in this example) is used to cast and activate Mindslaver.
- Academy Ruins (and 1U to pay for the activation) is used to put Mindslaver back on top of the library, to be drawn and activated again next turn.
- Since resetting Mindslaver costs a draw step, no additional win condition is necessary: you'll eventually just deck your opponent (similar to how Stasis decks operate).
This is one of the more powerful locks in competitive Magic (used in the Modern format, to be precise), since it denies your opponent the ability to attack, access their lands' mana, or cast any Sorcery-speed spells.
But how absolute of a lock is it, exactly?
Assuming the player who set up the Mindslaver lock is using all of their resources to maintain it (as shown in the graphic above), what recourse does the player under the lock have for escaping it once it's already in place?