Disempower
Trading destruction for delay is the whole pitch here. Most white artifact and enchantment answers of its era simply destroyed or exiled the permanent; this one tucks it onto the owner's library instead, selling a worse outcome (the threat comes back) for a cheaper rate and the freedom to respond on the opponent's turn. The design logic is the one-turn reprieve: you don't solve the problem, you tax the opponent's next draw and buy a turn. Against a permanent that just resolved, that turn can be enough to swing a race; against something already deployed and doing its job, putting it back on top is a strictly temporary fix the owner replays immediately. The "on top" clause is what makes the rate make sense. Compare it to forms that destroy or shuffle: the controller picks the target, but the owner reclaims it as their next draw, so the spell functions as a forced redraw rather than a removal. That distinction is also why this is card disadvantage by design: you spend a card to spend the opponent's draw step, and you come out down one for the trouble. The low cost is the compensation for that math. This is what you reach for when stopping something for a turn matters more than killing it outright, and it is honest about being a stall, not a solution.
