Snare Tactician
The wrinkle worth noticing is that cycling is an activated ability, not a spell, so this trigger fires the moment you pay the cost, independent of whatever the cycled card would otherwise do. Attach it to a shell built on cycling to smooth its draws and every card pitched to dig deeper doubles as a tap on an opposing creature. The transaction that keeps your hand live now also nudges the opponent's board, and it stacks: enough cheap cyclers and each cantrip chains another tap, sidelining multiple bodies in a single window. The 2/3 is incidental; the payoff lives in the trigger. Its ceiling is capped by the fact that tapping is not freezing, so a creature laid down stands up again the next time its controller passes through their untap. That makes timing the whole discipline. Cycle on your own end step and the tap is wasted, since the opponent untaps before it matters; cycle during your beginning of combat, before your own attackers are declared, and a would-be blocker cannot stand in front of your team. On defense, the same trick works during the opponent's beginning of combat, tapping a creature down before it can be declared as an attacker at all. What it cannot do is pull an attacker out of a fight after attackers are declared: by then the creature is already committed, and tapping it changes nothing. Used inside its window, though, a cycling deck gains a second axis, shaping when and where the opponent's creatures can act, one tap at a time.
