Declaration of Naught
A naming-prediction game wearing a counterspell's clothes. Where ordinary counters react to what lands on the stack, this one commits ahead of time: you lock in a card name as the enchantment resolves, then pay a single blue mana to counter that spell outright every time it appears, sending it straight to the graveyard. The cost of that foreknowledge is total inflexibility. Guess wrong and you have spent two mana on an enchantment that answers nothing; guess right against a deck leaning on a four-of and you have built a soft prison that erases a key spell each time the opponent recommits to it. It rewards reading the room rather than reading the stack, which makes it a metagame instrument more than a generic answer: the value scales with how predictable and redundant the opposing list is. The repeatable activation does the heavy lifting; a one-shot name-the-card effect would shrug off recursion, but this one keeps firing, so a single declaration can stonewall a graveyard engine or a combo piece the deck cannot win without, turning a planned-around weakness into an open wound. Against a diverse threat base it does nothing, and that asymmetry is the whole bargain: a precision instrument honed to a single point, inert against everything but the one card it was aimed at, and total against that.
