Mental Modulation
Tap-and-draw effects have always lived in the soft half of blue interaction: a tapper buys a turn, not a permanent, so pairing one with a cantrip is the classic trick to keep it from feeling wasted when the perfect target never shows. What separates this one is where the discount pushes you. Deploy it during your own turn and it drops to a single mana, neutralizing a blocker or an inconvenient tapper, cracking something open before you swing, and replacing itself along the way. Held for an opponent's turn it asks two mana as a tempo answer: tap the rock they need, tap the creature they meant to attack with, refill regardless of whether the play mattered. That price gap is the design's whole steering mechanism, rewarding proactive main-phase deployment over reactive holding and nudging the card toward decks that want to tap a blocker before combat rather than sit behind countermagic. The dual targeting reaches further than it reads, too: an artifact clause lets it stun a mana rock or, more usefully, keep a Vehicle tapped down so it cannot crew into a blocker, angles a creature-only line would never touch. Small interaction with a replacement clause bolted on, priced to be cast rather than clutched.
