Last Word
A counterspell that wins the counter war before it starts: the first clause makes the second uncounterable, so the resolution it guarantees is the one that matters when both players are holding interaction. That uncounterable rider is the entire premise. Plain counterspells get caught in the back-and-forth on the stack, where the player who casts last wins; Last Word removes itself from that contest by stapling its own protection into its text, so no second counter can answer it. The cost of that certainty is steep: four mana for a hard counter with no card advantage, no tempo upside, no flexibility, when the format baseline for the effect has long been two or three. So it lives in a narrow band: the deck that absolutely must resolve a counter, against an opponent who would otherwise out-stack it. Outside that fight it is overpriced for the work it does, and that ceiling has kept it off most control players' default lists. But the design idea (a counterspell whose protection is built into its own text rather than borrowed from a separate spell) keeps recurring whenever Wizards wants to hand control mirrors a trump card that does not invite an infinite regress of responses.
