Kintor

## **Basic Info**

Kintor is a fan-made planet, designed by Levi, and currently consists of 38 custom cards, including 18 creatures, 2 combiners (counting as 4 cards), 4 instant resources, 8 permanent resources, 1 activator, and 1 attachment, and 2 warlords. The planet consists of somewhat stable antimatter, and is located much farther from the sun than even Palicium, meaning that the planet itself is extremely cold. Kintor has no watery cover, yet has thick clouds of antimatter, which is the most unstable and deadly of any antimatter on the planet.

## **Lore**

Many years after the war on Sindius, a black hole wandered near the Chaos Galaxy. At first, it consumed everything in its path, veering closer and closer. Baro knew that something must be done, or all life would end soon. And so, it worked to create a device to plug up the black hole. At first, it worked. The black hole was stopped, for now at least. However, a small shard from the split planets of Sindell and Sindian was randomly flung from orbit. It happened to get too close to the black hole, and managed to slip past the device which kept it contained. The core shard fused with the black hole, which was unable to counteract the immense power and energy that it contained, and could not release it due to the black hole blocker. The explosion of this reaction was so fierce that it created a supernova. During this catastrophic event, millions of years of evolution took place in only a few seconds as all the mass contained in the black hole was shaped into a single planet of stable antimatter. A new planet added to the Chaos Galaxy on that day.

## **The Void Infection**

A long time after the planet's birth, an incredibly deadly infection began to spread. This infection was purely chemical, not consisting of any virus or other form of life, yet it is able to infect anything it touches, living or not. The infection begins as a colorful liquid, spreading to anything from a part which has already been infected. The Void infection at this time looks somewhat like oil, being colored with black, blue, and purple. After the infection has spread, it begins to harden and fuse with the material affected, preventing anything from escaping. After a few hours, whatever that was infected begins to deteriorate and radioactively decay, producing radiation, antimatter, and extremely deadly gasses. All-in-all, the Void Infection is ultimately deadly, consuming all that it touches.

Soon after the infection's conceivement, some life forms were observed to have a sort of immunity to it. The creature would produce immense heat, enough to burn away the infection. However eventually, the creature would use up it's energy, and the infection would eventually take it over. Some were able to keep the infection at bay long enough to mutate. These creatures would develop a sort of symbiosis with the infection, losing their consciousness but remaining alive and able to function. These mutants became incredibly hungry, feasting on whatever it could, and spreading the infection further. Currently, there is no cure, the exact workings of the immunity are not known, buy Baro has its top scientists studying it, and Kintor itself is under quarantine in order to prevent the spread to other planets.

## **Strategy**

Kintor's planet ability states: If a KINTOR creature on your planet is killed by an attack, if the killed creature's POWER is greater than or equal to the attacking creature's HEALTH, you may kill a card in your hand and kill the attacking creature.

The cards within the planet are designed with both stall and aggro in mind. Some have abilities that work with Kintor's planet ability, changing their POWER during battle or activating when discarded. The main idea is to stall throughout the game and amass resources, being stars, zones, and cards, in your hand or on your planet. When your opponent has used up everything they have, you make the final few moves, gaining enough points in a few turns to win.

## **Archetypes**

* Void Infection: The cards in the Void Infection archetype are Void Infection, Infectious devourer, Immunity, Infectious Egg, Infectious Carrier, Void Hands, and Infectious Abomination. This archetype's main purpose is to support their main card, Void Infection. It is not recommended to make a deck focused around this archetype, but instead use it as support for the main deck. However, a Void Infection-focused deck is possible.
* Antimatter Crystal: The antimatter Crystal archetype consists of Blue, Red, Yellow, Green, Orange, and Purple Antimatter Crystals, Antimatter Mine, Antimatter Burrower Beast, and Gorkinon, Devourer of Antimatter. This archetype's main focus is the crystals, which have extremely useful stall abilities. The archetype requires a large amount of resource zones, as you will commonly have many crystals on your planet. The creatures of this archetype gain abilities from the crystals on your planet. In Conquest, the main strategy is to have as many crystals on your planet as possible, and to cost play Gorkinon as frequently as possible to get points using its ability.
* Gorknac: The Gorknac consists of Gorknac Horn, Gorknac Wing, and Gorknac Tail. This archetype has no strategy, and instead is purely aesthetic, flaunting bright magenta and a flashy design. The cards in the archetype, like many Kintor cards, work mainly in combination with the planet ability or its strategy.