Power: 6
Technique: 5
Agility: 10
Strike: 7
Submission: 9
Grapple: 8
When you breakout: you may play a Finish from your hand as if it were a Lead (it can be stopped as normal).

Al13n Interference
+2 to Power
+2 to Technique
You may discard card #13 to add this card from your discard pile to your hand.

Unidentified Flying Elbow
+2 to Strike
+1 to Grapple
Your opponent buries 1 random card in their hand.
Add card #13 from your discard pile to your hand.

Al13n Abduction
+2 to Power
+2 to Technique
Look at your opponent's hand, choose 2 cards and bury them.

Al13n Probe
+4 to Technique
If you have card #13 in play your skills are +1.

Al13n Interference
+2 to Power
+2 to Technique
You may discard card #13 from your hand to add this card from your discard pile to your hand.

Al13n Abduction
+2 to Power
+2 to Technique
Look at your opponent's hand, choose 2 cards and bury them.

Al13n Probe
+4 to Technique
If you have card #13 in play your skills are +1.

Beam Me Down!
+2 to Strike
Once per Turn: If you have a Submission in play with "Cosmic" in the name: You may re-roll your Finish Roll.

Cosmic Crush
+2 to Technique
+1 to Grapple
Add 1 Card with "Cosmic" in the name from your discard pile to your hand.

Cosmic Wormhole
+2 to Technique
+1 to Submission
When this card is in your discard pile and either player breaks out, you may discard 1 card in your hand with "Cosmic" in the name to add this card to your hand.
Compendium / Rulings
NOTE: Al13n Interference regards #13 from your hand, not a different location, regardless of text.
Note: The third row of finishes come from the New Gimmick of V2 Al13n Invader out of Grand Packs.
Cards to Check Out
Agility 8+, Submission 8+, Grapple 8+, #13 cards (in particular, Al13n Invasion, but not required to be used)


