Turn 2U

Target creature loses all abilities and becomes a 0/1 red Weird until end of turn.
Burn 1R

Burn deals 2 damage to target creature or player.
Fuse (You may cast one or both halves of this card from your hand.)

Turn will cause the creature to lose all other colors and creature types, but it will retain any other card types (such as artifact) it may have.

Turn overwrites all previous effects that set the targeted creature’s power or toughness to specific values. Effects that set its power or toughness to specific values that start to apply after Turn resolves will overwrite this effect.

Turn doesn’t counter abilities that have already triggered or been activated. In particular, there is no way to cast this to stop a creature’s “At the beginning of your upkeep” or “When this creature enters the battlefield” abilities from triggering.

If the affected creature gains an ability after Turn resolves, it will keep that ability.

Effects that modify the targeted creature’s power or toughness, such as the effects of Phytoburst or Legion’s Initiative, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.