Plays spells inwrong/inefficientorderRare draftscard in first 3picks of apack, withoutintent to play itForgetsaboutrevealedcardForgets aboutvehicle/landthat canbecome acreatureUses removalon acommon,next turn theyplay a bombKeeps arisky hand(no availableplays in first3 turns)Forcesfavouritecolourcomboduring draftTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeAccidentallylets opponent'striggeredability totriggerDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Mulls a handwith a turn 3play+goodcurveIgnores cardin draft,despite ithaving good17lands dataPlayscombattrick/pumpspell, getsblown outOrderstriggerspoorlyDoescombatmathwrongGets screwedover by theautotapper /taps manapoorlyAccidentallyleaves selfdead onboardPlays cardpre-combatthat has nobearing oncombatForced to putD level cardsin deck dueto lack ofplayablesAttacks intoopen manawithoutthinkingDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Tried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionOpen an off-colour bomb-rare pack 3,tries to forceit into deckTried torace froma losingpositionPlaysinstant/flash spellat sorcery speedwhen there wasno advantage todoing soPlays spells inwrong/inefficientorderRare draftscard in first 3picks of apack, withoutintent to play itForgetsaboutrevealedcardForgets aboutvehicle/landthat canbecome acreatureUses removalon acommon,next turn theyplay a bombKeeps arisky hand(no availableplays in first3 turns)Forcesfavouritecolourcomboduring draftTries to destroysomething afterattacks declared,get blown out byhexproof/counterspell /pump trickAvoids draftingbest card inpack becauseit's not in agoodcolour/archtypeAccidentallylets opponent'striggeredability totriggerDrafts cardentirely basedon 17landsdata,regardless ofdeck synergyDraftmulticoloureddeck but don'tdraft colour-fixing beforepack 3Mulls a handwith a turn 3play+goodcurveIgnores cardin draft,despite ithaving good17lands dataPlayscombattrick/pumpspell, getsblown outOrderstriggerspoorlyDoescombatmathwrongGets screwedover by theautotapper /taps manapoorlyAccidentallyleaves selfdead onboardPlays cardpre-combatthat has nobearing oncombatForced to putD level cardsin deck dueto lack ofplayablesAttacks intoopen manawithoutthinkingDraft a rare over agood common/uncommondespite thecommon beingbetter for the deckLeaves card ontop during scry,doesn't play it forrest of game (orwishes they hadbottomed/ binnedit)Tried to forcelethal withremoval/combattrick when alreadyin anadvantageouspositionOpen an off-colour bomb-rare pack 3,tries to forceit into deckTried torace froma losingpositionPlaysinstant/flash spellat sorcery speedwhen there wasno advantage todoing so

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