Lunar Force
A counterspell you commit to a full turn cycle in advance, which is the entire bargain. Where a hard counter sits in hand and answers the right threat at the right moment, this one announces itself: it resolves, sits on the battlefield, and waits to eat the very next spell an opponent casts, whatever that spell happens to be. The opponent reads the enchantment, knows exactly what it does, and gets to choose what they feed it. That is the structural weakness baked into the design: a savvy player baits it with their cheapest cantrip and resolves the spell that actually matters one turn later. The trade is rate. Three mana up front buys a counter that costs nothing on the turn it fires, so in a deck stacked with cheap interaction, the enchantment frees up a window on a later turn rather than competing for it. It also dodges the usual counterspell vulnerability of having no mana open when the threat lands; once Lunar Force is on the table, the answer is already paid for. The design lives in the gap between telegraphed and free: it asks whether forcing an opponent to play around a known answer is worth surrendering the ability to choose which spell that answer hits. Most of the time the answer is no, which is why this style of pre-committed, indiscriminate counter has stayed a curiosity rather than a staple.
