



Shrink Ray
Start of turn: Inflict Weakness and reduce Maximum by 10%. channel.
ranged action

Shrink Ray
Start of turn: Inflict Weakness and reduce Maximum by 10%. channel.
- Weakness
- The next damage you deal is reduced by 50%. You can't inflict Critical Hits while affected by Weakness.
- channel
- A channeling effect can be extended by 1 round by having at least 1 energy at the end of your turn. Channeled cards end when you get Interrupted.
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