Interdict
A counterspell aimed at the one part of the stack most counterspells can't touch: the activated ability. Stifle would later strip the cantrip and broaden the target to any activated or triggered ability, but the design idea starts here, with a tool that answers the resolution of an ability rather than the spell that put a permanent into play. The shutdown clause is what gives it teeth beyond a one-shot disruption: locking that permanent's activated abilities for the turn means a single cast turns off an engine, not just one of its cycles. Against a creature tapping for a repeatable effect, a man-land swinging through an activation, or an artifact that wants to fire twice in a window, the lockout buys a full turn rather than forcing you to hold up the answer again. The cantrip is the concession the rate needs: countering a single ability is narrow by nature, and the replacement draw keeps the card from feeling like a tempo loss even when the lockout matters less than the body of the ability you stopped. It still demands a legal target to cast, so it is never a free draw spell pretending otherwise; it is a precise, conditional answer that happens to refund a card every time it does its job, and that pairing is the whole pitch.
