So we have what may be the third Vintage-possible card in JOU already (the other two potentials being Mystic and Great Revel). Set is shaping out to very nicely, now that they've stopped mucking around with bad creatures who are also enchantments and started printing the enablers for enchantment strategies.

Why is this interesting? Potentially you're getting 3 cards in the hand and 3 cards in the yard at Sorcery speed. Is this Vintage playable? Well, it's probably not as good as Thirst for Knowledge for a variety of reasons, but it's probably comparable to things like Impulse, Read the Bones, or Compulsive Research. And I don't think there is a 3 casting cost draw spell that has been printed yet that digs you deeper into your deck. Six cards is no joke.
Of course, your deck has to be designed around making this card profitable. Either you want the mill 6 effect or you have a heavy enchantment theme. Nothing that wants to mill 6 in Vintage wants to spend three mana to do it (hello Bazaar) so that's probably not an option. Enchantments? We don't currently have a deck like that in Vintage. You would normally look at Enchantress-style lists, but with the number of printings we've had recently moving Vintage effects to enchantments (Stony Silence, etc) maybe you can get critical mass that way. To me, in other words, I wonder if this card is powerful enough to start spawning a new archetype in the format. That'd be sweet.
Here are some other fun interactions:
(1) Run insight in a deck with Animate Dead and its bros and some good animate targets (Worldgorger?). One pop of Insight can potentially set you up with the Animation spell and the target in the yard all in one neat little package.
(2) Helps find Fastbond or fuel the yard if you had some kind of lands-based deck working with Life from the Loam.
(3) Gaea's Touch both accelerates into this and can net you cards off it. Maybe the bad touch finally finds something to do in Magic...?
(4) The Hidden enchantments from Urza's were always pretty decent, and now you could jam tons of them in a deck. Problem is, they're significantly worse after turn 1, so... nevermind.
Not sure what other possibilities exist at the moment, but a card that digs 6 deep and can net you 2 cards is certainly worth keeping an eye on down the road.
Added pic.
-MM