Plays spells inwrong/inefficientorderTried torace froma losingpositionForgetsaboutrevealedcardTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionIgnores cardin draft,despite ithaving good17lands dataAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyForgets aboutvehicle/landthat canbecome acreatureUses removalon acommon,next turn theyplay a bombAccidentallylets opponent'striggeredability totriggerMulls a handwith a turn 3play+goodcurveKeeps arisky hand(no availableplays in first3 turns)Forcesfavouritecolourcomboduring draftPlayscombattrick/pumpspell, getsblown outOrderstriggerspoorlyTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickOpen an off-colour bomb-rare pack 3,tries to forceit into deckRare draftscard in first 3picks of apack, withoutintent to play itLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Playsinstant/flash spellat sorcery speedwhen there wasno advantage todoing soAttacks intoopen manawithoutthinkingGets screwedover by theautotapper /taps manapoorlyDoescombatmathwrongPlays cardpre-combatthat has nobearing oncombatDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Forced to putD level cardsin deck dueto lack ofplayablesAccidentallyleaves selfdead onboardDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckPlays spells inwrong/inefficientorderTried torace froma losingpositionForgetsaboutrevealedcardTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionIgnores cardin draft,despite ithaving good17lands dataAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyForgets aboutvehicle/landthat canbecome acreatureUses removalon acommon,next turn theyplay a bombAccidentallylets opponent'striggeredability totriggerMulls a handwith a turn 3play+goodcurveKeeps arisky hand(no availableplays in first3 turns)Forcesfavouritecolourcomboduring draftPlayscombattrick/pumpspell, getsblown outOrderstriggerspoorlyTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickOpen an off-colour bomb-rare pack 3,tries to forceit into deckRare draftscard in first 3picks of apack, withoutintent to play itLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Playsinstant/flash spellat sorcery speedwhen there wasno advantage todoing soAttacks intoopen manawithoutthinkingGets screwedover by theautotapper /taps manapoorlyDoescombatmathwrongPlays cardpre-combatthat has nobearing oncombatDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Forced to putD level cardsin deck dueto lack ofplayablesAccidentallyleaves selfdead onboardDraft a rare over agood common/uncommondespite thecommon beingbetter for the deck

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