Open an off-colour bomb-rare pack 3,tries to forceit into deckForgetsaboutrevealedcardForcesfavouritecolourcomboduring draftPlays spells inwrong/inefficientorderDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckGets screwedover by theautotapper /taps manapoorlyKeeps arisky hand(no availableplays in first3 turns)Ignores cardin draft,despite ithaving good17lands dataDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Forced to putD level cardsin deck dueto lack ofplayablesRare draftscard in first 3picks of apack, withoutintent to play itForgets aboutvehicle/landthat canbecome acreatureTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickPlays cardpre-combatthat has nobearing oncombatDoescombatmathwrongPlaysinstant/flash spellat sorcery speedwhen there wasno advantage todoing soMulls a handwith a turn 3play+goodcurveUses removalon acommon,next turn theyplay a bombAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Attacks intoopen manawithoutthinkingAccidentallylets opponent'striggeredability totriggerPlayscombattrick/pumpspell, getsblown outOrderstriggerspoorlyAccidentallyleaves selfdead onboardTried torace froma losingpositionOpen an off-colour bomb-rare pack 3,tries to forceit into deckForgetsaboutrevealedcardForcesfavouritecolourcomboduring draftPlays spells inwrong/inefficientorderDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckGets screwedover by theautotapper /taps manapoorlyKeeps arisky hand(no availableplays in first3 turns)Ignores cardin draft,despite ithaving good17lands dataDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Forced to putD level cardsin deck dueto lack ofplayablesRare draftscard in first 3picks of apack, withoutintent to play itForgets aboutvehicle/landthat canbecome acreatureTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickPlays cardpre-combatthat has nobearing oncombatDoescombatmathwrongPlaysinstant/flash spellat sorcery speedwhen there wasno advantage todoing soMulls a handwith a turn 3play+goodcurveUses removalon acommon,next turn theyplay a bombAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Attacks intoopen manawithoutthinkingAccidentallylets opponent'striggeredability totriggerPlayscombattrick/pumpspell, getsblown outOrderstriggerspoorlyAccidentallyleaves selfdead onboardTried 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. Open an off-colour bomb-rare pack 3, tries to force it into deck
  2. Forgets about revealed card
  3. Forces favourite colour combo during draft
  4. Plays spells in wrong/inefficient order
  5. Draft a rare over a good common /uncommon despite the common being better for the deck
  6. Gets screwed over by the autotapper / taps mana poorly
  7. Keeps a risky hand (no available plays in first 3 turns)
  8. Ignores card in draft, despite it having good 17lands data
  9. Drafts card entirely based on 17lands data, regardless of deck synergy
  10. Draft multicoloured deck but don't draft colour-fixing before pack 3
  11. Forced to put D level cards in deck due to lack of playables
  12. Rare drafts card in first 3 picks of a pack, without intent to play it
  13. Forgets about vehicle/land that can become a creature
  14. Tries to destroy something after attacks declared, get blown out by hexproof/ counterspell / pump trick
  15. Plays card pre-combat that has no bearing on combat
  16. Does combat math wrong
  17. Plays instant/flash spell at sorcery speed when there was no advantage to doing so
  18. Mulls a hand with a turn 3 play+good curve
  19. Uses removal on a common, next turn they play a bomb
  20. Avoids drafting best card in pack because it's not in a good colour/archtype
  21. Tried to force lethal with removal/combat trick when already in an advantageous position
  22. Leaves card on top during scry, doesn't play it for rest of game (or wishes they had bottomed/ binned it)
  23. Attacks into open mana without thinking
  24. Accidentally lets opponent's triggered ability to trigger
  25. Plays combat trick/pump spell, gets blown out
  26. Orders triggers poorly
  27. Accidentally leaves self dead on board
  28. Tried to race from a losing position