Wear // Tear
Disenchant has lived in white since the beginning, splitting its single line between artifacts and enchantments because forcing a choice was the cost of stapling two answers together. Fuse rewrites that bargain. The two halves are split between colors (artifact destruction on the red side, enchantment destruction on the white), and the keyword lets you cast either half alone for its modest price or pay both costs at once to fire the whole spell. Against a board holding both an artifact and an enchantment worth killing, that is two clean removal effects out of a single card, which is the efficiency the fuse mechanic was built to sell. The color split functions as a flexibility lever rather than a tax: either color of mana unlocks its own half independently, so a two-color shell keeps the whole card live no matter which threat lands. What holds the design together is that neither half overreaches. Each is a strict, single-target destroy effect priced to be unremarkable on its own, so the fused mode rewards you without ever becoming a blowout. It is the cleanest demonstration of why fuse existed as a mechanic, collapsing what would otherwise be two narrow answers fighting for one slot into a single piece of interaction that answers whichever permanent actually shows up.







