Plays cardpre-combatthat has nobearing oncombatIgnores cardin draft,despite ithaving good17lands dataTried torace froma losingpositionAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyPlaysinstant/flash spellat sorcery speedwhen there wasno advantage todoing soAttacks intoopen manawithoutthinkingUses removalon acommon,next turn theyplay a bombTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickPlays spells inwrong/inefficientorderForgets aboutvehicle/landthat canbecome acreatureForgetsaboutrevealedcardKeeps arisky hand(no availableplays in first3 turns)OrderstriggerspoorlyDoescombatmathwrongAccidentallylets opponent'striggeredability totriggerDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Open an off-colour bomb-rare pack 3,tries to forceit into deckForced to putD level cardsin deck dueto lack ofplayablesMulls a handwith a turn 3play+goodcurveForcesfavouritecolourcomboduring draftGets screwedover by theautotapper /taps manapoorlyPlayscombattrick/pumpspell, getsblown outAccidentallyleaves selfdead onboardRare draftscard in first 3picks of apack, withoutintent to play itDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Plays cardpre-combatthat has nobearing oncombatIgnores cardin draft,despite ithaving good17lands dataTried torace froma losingpositionAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyPlaysinstant/flash spellat sorcery speedwhen there wasno advantage todoing soAttacks intoopen manawithoutthinkingUses removalon acommon,next turn theyplay a bombTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickPlays spells inwrong/inefficientorderForgets aboutvehicle/landthat canbecome acreatureForgetsaboutrevealedcardKeeps arisky hand(no availableplays in first3 turns)OrderstriggerspoorlyDoescombatmathwrongAccidentallylets opponent'striggeredability totriggerDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Open an off-colour bomb-rare pack 3,tries to forceit into deckForced to putD level cardsin deck dueto lack ofplayablesMulls a handwith a turn 3play+goodcurveForcesfavouritecolourcomboduring draftGets screwedover by theautotapper /taps manapoorlyPlayscombattrick/pumpspell, getsblown outAccidentallyleaves selfdead onboardRare draftscard in first 3picks of apack, withoutintent to play itDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3

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