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