Uses removalon acommon,next turn theyplay a bombRare draftscard in first 3picks of apack, withoutintent to play itGets screwedover by theautotapper /taps manapoorlyPlays spells inwrong/inefficientorderForgetsaboutrevealedcardOrderstriggerspoorlyForgets aboutvehicle/landthat canbecome acreatureDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyAccidentallyleaves selfdead onboardOpen an off-colour bomb-rare pack 3,tries to forceit into deckPlays cardpre-combatthat has nobearing oncombatKeeps arisky hand(no availableplays in first3 turns)Tries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionPlayscombattrick/pumpspell, getsblown outDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Forcesfavouritecolourcomboduring draftDoescombatmathwrongIgnores cardin draft,despite ithaving good17lands dataAccidentallylets opponent'striggeredability totriggerLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Mulls a handwith a turn 3play+goodcurveAttacks intoopen manawithoutthinkingAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeForced to putD level cardsin deck dueto lack ofplayablesPlaysinstant/flash spellat sorcery speedwhen there wasno advantage todoing soTried torace froma losingpositionUses removalon acommon,next turn theyplay a bombRare draftscard in first 3picks of apack, withoutintent to play itGets screwedover by theautotapper /taps manapoorlyPlays spells inwrong/inefficientorderForgetsaboutrevealedcardOrderstriggerspoorlyForgets aboutvehicle/landthat canbecome acreatureDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyAccidentallyleaves selfdead onboardOpen an off-colour bomb-rare pack 3,tries to forceit into deckPlays cardpre-combatthat has nobearing oncombatKeeps arisky hand(no availableplays in first3 turns)Tries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionPlayscombattrick/pumpspell, getsblown outDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Forcesfavouritecolourcomboduring draftDoescombatmathwrongIgnores cardin draft,despite ithaving good17lands dataAccidentallylets opponent'striggeredability totriggerLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Mulls a handwith a turn 3play+goodcurveAttacks intoopen manawithoutthinkingAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeForced to putD level cardsin deck dueto lack ofplayablesPlaysinstant/flash spellat sorcery speedwhen there wasno advantage todoing soTried torace froma losingposition

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