Keep Safe
A counterspell that only fires when a spell is aimed at something you already control. That trigger condition is the entire design: an ordinary counter checks what your opponent wants to resolve, this one guards what someone wants to change about your board. It does nothing against a hard-cast threat, a board wipe, or a discard spell; it answers targeted removal, an aura, a bounce spell, or a theft effect pointed at one of your permanents. Functionally it is a protection effect routed through the stack rather than painted onto the battlefield, and it refunds the card it cost you. The math is why anyone runs it: two mana blanks the removal, the permanent stays, your hand stays whole, so you break even on cards and gain the tempo. That narrow clause is what makes the rate legal. An unrestricted "counter target spell, draw a card" at this cost would be indefensible, so the effect is fenced to the one situation where holding up mana pays: a spell already aimed at your side of the table. The consequence is a card that sits inert in your hand until the game gives it a job. It cannot proactively answer a threat and it cannot protect an empty board, which is the tradeoff for a hard counter that also cantrips. It defends what you have built rather than contesting what your opponent is trying to build, and it does so without asking anything of you until then.
