After some careful consideration, I don't approve of a ward against teleporting. I think they should be fairly unrestricted in where they go. maybe a "when they go" trap however, such as any teleport skill in the area takes an extra 3 seconds to activate...*scratches chin thoughtfully*
For the most part, I tend to lean toward the bling side of battle: how can I use this skill to really screw up someones day. Not how can I mess up someone's skill bar (though, that can be very fun too

)
Teleporting is a weapon I want to see more play, not less atm. That means not counterable; not yet.
Good suggestions anyway BahamutKaiser and Dannzzigg. Just cause I don't like them now doesn't mean i won't like them later.
As for the random issue...its the only way i can think of to keep most counter teleports "fair". There should really to only 3 places you can throw someone else to: a random location, next to one of their friends, or right in your face. In all, yeah, Huddle is my favorite.
Here's one counter I thought up, but dismissed as abusive:
Trading Space (I know, i'm a bad namer

15 mana
3 charge
60 second recharge
Attribute: Illusion
Hex Spell: For the next 15-60 seconds, whenever target enemy teleports, Trading Space ends. When Trading Space ends, you are teleported to target enemies previous location and target enemy is teleported to yours.
And since I thought of it too just now:
Fate Exchange
10 mana
1 second charge
no rechage
Inspiritation
Enchantment spell. For the next 10-20 seconds, whenever an enemy teleports to target ally, you teleport to target allies location and target ally teleports to your previous location.