Background Information
There are quite a few formats out there that serve a similar purpose to this one out there, which I fully understand. I have looked at both the Modern 2015 format, and have played the Pre Fire format as well. Both are great formats, but they just were simply not what I was looking for is all. I wanted a large diverse format that was interactive and engaging. I want all 4 core archetypes to have opportunities to make long runs into tournaments. That is how I settled on Main Line.
The cut off may seem odd being right before Kaladesh. That gave us a new type in vehicles, couple of archetype support pieces, completed the fast land cycle, and also gave us Fatal Push. Ultimately, the I believe that having two pieces of 1 mana removal in formats of this power is warping and ultimately a negative. Fatal Push itself is a very strong, little downside removal piece, especially in a format dominated by Fetch&Shock mana bases, it is almost an unconditional piece of removal. My guess / intuition is that Push warped the format into being about value creatures that have an impact on cast or on entering, accelerating the format from a creature perspective. I also believe it forces players to look outside of creatures, giving rise to more combo and control while degrading mid range strategy.
Main Line Mission
The goal with this format is to create a format that old staples and archetypes could have a place to be played in a casually competitive manner (i.e. Premodern scene). The goal is to have a balanced format that aggro, combo, control, and midrange all have a place in the meta and have a fair opportunity to make strong runs in leagues or tournaments (hopefully we get there).
The sub-goal for the format is to offer a pseudo representation of what people recall as the “Golden Era” of Modern. There is Modern 2015 for this, and this format does not mirror Modern ban lists of the era. But, it has many of the pieces that people remember fondly within the realm of Modern, while attempting to cut some of the pieces that created a negative play experience.
Ultimately, I want to experience Modern as people describe it, while having a diverse and balanced meta that leads to interactive and competitive games.
