Spellgyre
The counterspell-or-cantrip split is one of blue's oldest answers to the tempo player's worst problem: a hard counter drawn on a turn when there is nothing to counter. Older takes like Dismiss paid for that flexibility with a body of card advantage tacked on; the choose-one framing here goes the other way, letting the same four mana be either a clean counter or a two-card refill with graveyard selection stapled on. The surveil-then-draw mode is the more quietly considered half. Filling before drawing lets you bin what you do not want and stack what you do, so "draw two" becomes a sculpted dig rather than raw quantity, and every card you fill feeds any graveyard the deck cares about. Because both modes live on an instant, the flexibility carries no penalty for guessing wrong: hold up the mana through the opponent's turn, and if they never cast anything worth stopping, you cast the surveil-draw at their end step and lose nothing but the counter you did not need. That is the reason modal instants of this shape have persisted since the archetype's early days: the card refuses to be a dead draw, because whichever mode the game asks for is the mode you get to choose last. This one trades the bulk of its ancestors for the surveil selection that reflects how much blue's filtering vocabulary has grown.
