Plays cardpre-combatthat has nobearing oncombatMulls a handwith a turn 3play+goodcurveForgets aboutvehicle/landthat canbecome acreatureForced to putD level cardsin deck dueto lack ofplayablesAttacks intoopen manawithoutthinkingPlayscombattrick/pumpspell, getsblown outTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionForcesfavouritecolourcomboduring draftAccidentallylets opponent'striggeredability totriggerDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckPlays spells inwrong/inefficientorderForgetsaboutrevealedcardAccidentallyleaves selfdead onboardKeeps arisky hand(no availableplays in first3 turns)Tried torace froma losingpositionAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyGets screwedover by theautotapper /taps manapoorlyOrderstriggerspoorlyDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Uses removalon acommon,next turn theyplay a bombIgnores cardin draft,despite ithaving good17lands dataRare draftscard in first 3picks of apack, withoutintent to play itOpen an off-colour bomb-rare pack 3,tries to forceit into deckLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)DoescombatmathwrongPlaysinstant/flash spellat sorcery speedwhen there wasno advantage todoing soTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickPlays cardpre-combatthat has nobearing oncombatMulls a handwith a turn 3play+goodcurveForgets aboutvehicle/landthat canbecome acreatureForced to putD level cardsin deck dueto lack ofplayablesAttacks intoopen manawithoutthinkingPlayscombattrick/pumpspell, getsblown outTried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionForcesfavouritecolourcomboduring draftAccidentallylets opponent'striggeredability totriggerDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckPlays spells inwrong/inefficientorderForgetsaboutrevealedcardAccidentallyleaves selfdead onboardKeeps arisky hand(no availableplays in first3 turns)Tried torace froma losingpositionAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyGets screwedover by theautotapper /taps manapoorlyOrderstriggerspoorlyDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Uses removalon acommon,next turn theyplay a bombIgnores cardin draft,despite ithaving good17lands dataRare draftscard in first 3picks of apack, withoutintent to play itOpen an off-colour bomb-rare pack 3,tries to forceit into deckLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)DoescombatmathwrongPlaysinstant/flash spellat sorcery speedwhen there wasno advantage todoing soTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trick

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