The closest I'm aware of are Psychic Barrier, Essence Backlash, Izzet Charm (sort of), and Suffocating Blast (also sort of, and beware that it can't be cast if there are no creatures to target), followed by plenty of cards that combine a creature with countermagic, like Voracious Greatshark. Of those, I wouldn't recommend any because they're so inefficient or difficult to use. Psychic Barrier isn't worth being harder to cast than Remove Soul, Izzet Charm is okay but inefficient. Access Denied pretty much wins if it counters a big spell, but needs everything to line up right.
I play a casual counterburn deck in Pioneer and eventually cut Ionize for Sinister Sabotage. It turned out that after gaining control with counters, removal, and card draw, I could kill with anything, so the 2-8 damage never mattered, though the easy casting cost is nice. A more aggressive style of deck will appreciate Ionize, but probably doesn't need so much countermagic that it needs to play Essence Backlash.
Any suggestions?
I play a casual counterburn deck in Pioneer and eventually cut Ionize for Sinister Sabotage. It turned out that after gaining control with counters, removal, and card draw, I could kill with anything, so the 2-8 damage never mattered, though the easy casting cost is nice. A more aggressive style of deck will appreciate Ionize, but probably doesn't need so much countermagic that it needs to play Essence Backlash.
While damage + counterspells are pretty shallow, damage + draw has a few good entries, Fires of Victory, Electrolyze, and Prophetic Bolt, a decent one, Ral's Outburst, and two so-so late-game finishers, Creative Outburst and Magma Opus.
Black has the original, Undermine, as well as Countersquall, which are both excellent, and Black/White adds Deny the Witch and Punish Ignorance, which are expensive.