Profit // Loss
The split between the two halves is the whole point: white owns the team-wide pump, black owns the team-wide curse, and fuse is the keyword that lets one card pay both bills at once. Cast alone, Profit is a mid-combat overrun and Loss is a sweeper against a wide board of one-toughness creatures. Fused for the full five mana, the effects compound into a four-point swing per body in contested combat, the asymmetric kind that converts a stalemate into a one-sided trade. The reason fuse works here is that the two halves were built to share an axis: both are pure combat math, both at instant speed, both wanting the same moment. Held up, the fused cast punishes an opponent who attacks or blocks expecting a fair exchange, since the buff and the debuff resolve together and rewrite the trade after their commitment is locked in. Loss also functions as standalone removal against a swarm of small tokens, and unlike a damage-based sweeper of equivalent reach, the -1/-1 ignores indestructible and damage-prevention effects: it shrinks the creature rather than dealing to it, which is a meaningfully different out against the boards that care. What the card represents is fuse used the way its designers intended: not two unrelated effects stapled for value, but two cheap tricks that each do honest work apart and overrun an opponent when the deck can afford to pay for both.

