Only clear and draw when Enter is pressed

It’s kind of fallen out of favour but this type of rendering used to be referred to as retained mode rendering (as opposed to immediate mode). Nothing out of the box exists for retained mode in MonoGame (to my knowledge), but you can build yourself a framework for it.’

The basic idea is you construct a data structure that contains your objects and each object is aware of its properties. If something changes on an object, the scene detects that it needs to re-render itself (or part of itself) and then does so. You can achieve this with a render target that represents your scene and only redraw it if you need to, otherwise just draw the resulting texture.

I used a simple implementation of this in a font scaling prototype I did a while back, you can find the post here:

I keep texture for each text element that contains the rendered result at the appropriate scale and just draw that texture. If the font size for the text needs to change, I re-render the cached texture. You can use a similar approach with other objects.

This is just a simple example though. Robust implementations can be quite complex!

To take it a step further, if you want to prevent even the texture from rendering, I think you’d have to look under the hood at how MonoGame presents the backbuffer to the screen. For maybe a more short-term exploration, look into MonoGame (XNA) editors integrated into WinForms. That should give you additional control over when a render pass occurs.