Get Out
Two blue mana buys a hard counter that answers exactly two spell categories, or a bounce spell that can reset one or two of your own creatures and/or enchantments to hand: two effects that meet at the same corner of blue's toolkit. The narrow counter half is the tell. Countering creature or enchantment spells (and nothing else) is a deliberate downgrade from open-ended interaction, the price paid for stapling a self-bounce mode onto the same card. And that second mode is where the real design intent lives: returning your own creatures and enchantments to hand is the language of enters-the-battlefield value engines, blink shells, and permanents you would rather save from a wrath than lose. The overlap is not accidental. Both halves let you hold up two mana and wait, then decide on your opponent's turn whether the situation calls for denial or protection. A counter you cannot always cast (the opponent has to be presenting the right spell) is balanced against a rescue effect you can almost always find a use for, which keeps the card from being dead in either extreme. It is the kind of modal instant that wants a deck with a reason to bounce its own things, because the counter mode alone is too conditional to justify the slot; the value-recursion mode alone justifies it, and the counter is upside for the turns nobody hands you a good target.
