Gets screwedover by theautotapper /taps manapoorlyDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyTried torace froma losingpositionRare draftscard in first 3picks of apack, withoutintent to play itForgetsaboutrevealedcardForcesfavouritecolourcomboduring draftUses removalon acommon,next turn theyplay a bombAccidentallyleaves selfdead onboardMulls a handwith a turn 3play+goodcurveOpen an off-colour bomb-rare pack 3,tries to forceit into deckForced to putD level cardsin deck dueto lack ofplayablesLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Draft a rare over agood common/uncommondespite thecommon beingbetter for the deckPlays cardpre-combatthat has nobearing oncombatIgnores cardin draft,despite ithaving good17lands dataPlayscombattrick/pumpspell, getsblown outOrderstriggerspoorlyTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionAccidentallylets opponent'striggeredability totriggerDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Playsinstant/flash spellat sorcery speedwhen there wasno advantage todoing soDoescombatmathwrongKeeps arisky hand(no availableplays in first3 turns)Attacks intoopen manawithoutthinkingForgets aboutvehicle/landthat canbecome acreaturePlays spells inwrong/inefficientorderAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeGets screwedover by theautotapper /taps manapoorlyDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyTried torace froma losingpositionRare draftscard in first 3picks of apack, withoutintent to play itForgetsaboutrevealedcardForcesfavouritecolourcomboduring draftUses removalon acommon,next turn theyplay a bombAccidentallyleaves selfdead onboardMulls a handwith a turn 3play+goodcurveOpen an off-colour bomb-rare pack 3,tries to forceit into deckForced to putD level cardsin deck dueto lack ofplayablesLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Draft a rare over agood common/uncommondespite thecommon beingbetter for the deckPlays cardpre-combatthat has nobearing oncombatIgnores cardin draft,despite ithaving good17lands dataPlayscombattrick/pumpspell, getsblown outOrderstriggerspoorlyTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionAccidentallylets opponent'striggeredability totriggerDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Playsinstant/flash spellat sorcery speedwhen there wasno advantage todoing soDoescombatmathwrongKeeps arisky hand(no availableplays in first3 turns)Attacks intoopen manawithoutthinkingForgets aboutvehicle/landthat canbecome acreaturePlays spells inwrong/inefficientorderAvoids draftingbest card inpack becauseit's not in agoodcolour/archtype

MTG Limited - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. Gets screwed over by the autotapper / taps mana poorly
  2. Drafts card entirely based on 17lands data, regardless of deck synergy
  3. Tried to race from a losing position
  4. Rare drafts card in first 3 picks of a pack, without intent to play it
  5. Forgets about revealed card
  6. Forces favourite colour combo during draft
  7. Uses removal on a common, next turn they play a bomb
  8. Accidentally leaves self dead on board
  9. Mulls a hand with a turn 3 play+good curve
  10. Open an off-colour bomb-rare pack 3, tries to force it into deck
  11. Forced to put D level cards in deck due to lack of playables
  12. Leaves card on top during scry, doesn't play it for rest of game (or wishes they had bottomed/ binned it)
  13. Draft a rare over a good common /uncommon despite the common being better for the deck
  14. Plays card pre-combat that has no bearing on combat
  15. Ignores card in draft, despite it having good 17lands data
  16. Plays combat trick/pump spell, gets blown out
  17. Orders triggers poorly
  18. Tries to destroy something after attacks declared, get blown out by hexproof/ counterspell / pump trick
  19. Tried to force lethal with removal/combat trick when already in an advantageous position
  20. Accidentally lets opponent's triggered ability to trigger
  21. Draft multicoloured deck but don't draft colour-fixing before pack 3
  22. Plays instant/flash spell at sorcery speed when there was no advantage to doing so
  23. Does combat math wrong
  24. Keeps a risky hand (no available plays in first 3 turns)
  25. Attacks into open mana without thinking
  26. Forgets about vehicle/land that can become a creature
  27. Plays spells in wrong/inefficient order
  28. Avoids drafting best card in pack because it's not in a good colour/archtype