Let's just say that I like doing... things.
Any kind of things.
Oh, so many things I can't even count them.
Current Residence: Civitavecchia (RM)
deviantWEAR sizing preference: No money for clothes.
Print preference: I rather make my own, thank you.
Favourite genre of music: Hip/Hop | Pop | Dance | Rock | Rap | Drum 'n' bass
Favourite photographer: Lily Andrea Seidel
Favourite style of art: Digital and traditional
Operating System: Microsoft Windows 8.1 . And sucks balls.
MP3 player of choice: My mobile. But now is dead.
Shell of choice: What?
Wallpaper of choice: I use paint.
Skin of choice: Hhhhhuman skin? I suppose?
Personal Quote: Dreams are our reason of life, don't worry if they won't become never real
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Virus Cards RulesVIRUS CARDS
Virus Cards have effects to slow down and disable your opponent down, but all have a cost to them; the stronger the effect, the higher the cost. Virus Cards are played in the Magic & Trap Zone, but, unlike Magic and Trap Cards, they can be activated at virtually any moment. During your turn, can activate them from your hand, OR you can Set them and activate them during the same during or on a future turn--either yours or your opponents. (Obviously, the card rule for Virus Cards are identical to the Trap-Magic Cards.)
There are 4 types of Virus Cards:
NORMAL VIRUS CARDS
After activation, it stays face-up on the field for an "X" number of turns, as it is deduced on its card text, then it is sent to the Graveyard after it expires. How long it stays on the field depends on how strong it is. The stronger it is, the sooner it expires; the weaker it is, the longer it stays. Normal Virus Cards has a Spell Speed of