Burnside Bridge

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Burnside Bridge is a proposed MTG Commander format based on something akin to a league. There is also one variant, Calley Village, described at the end.

Preparation

Each player will submit two commanders into the commander pool. Once all commanders are submitted, each player is randomly assigned one commander from the pool. Once every player has a commander, a time period is agreed (1-2 weeks) for everyone to make their decks. After the period elapses, matches begin.

Commentary

The goal of random commander assignment is to keep the power level lower. If one player submits a powerful commander, they risk one of the other players getting it. The original intent was to have the commanders be pretty bad, like Ambrose Burnside himself, but there is really no way to force it, other than the William Calley variant, which is below.

Deck Construction

Decks are constructed with standard commander rules.

Match Play

Each match is played as a series of two games, with scores tabulated based on the results of both games. Each game will be 4 players.

In the first game, everyone plays the deck they brought and points are scored based on the number of other players defeated. The winner gets 3 points, second place 2, third place 1. In the case of a tie, all tied players receive the higher amount.

The second game is played with other decks. Beginning with the winner, each player randomly selects one of the other decks. Scoring in this game is reverse of finish, so first place gets 4 points, second 3, etc. In case of a tie, all tied players receive the higher amount.

After the second game the winner is calculated based on total points. Ties are preserved. Points are recorded, and after everyone has played an agreed upon number of matches, the winner is crowned based on points scored.

Calley Village

In Calley Village, we take the theme one step further. Burnside may have been incompetent as an army commander, but he was suitable in lower ranking positions, personally brave and always gave his best (even when that wasnt very good). William Calley was actively terrible in all phases of command, completely incompetent even as a lowly 2nd lieutenant, and, in the end, a war criminal.

Deck Construction

Each player chooses a commander and constructs a deck based on the standard rules of commander. All decks must:

Have 35-37 mana producing lands. At least 25 of which must produce colored mana.
Have 60+ Power in creatures (not counting the commander, all Xs count as 0). Creatures with defender do not count toward the power minimum.
Be able to cast each card AND activate all listed abilities.
Be composed of cards that synergize with their commander in some way*.
Spell Arsenal
Minimum 2 enchantments for each color in the commander color identity.
Minimum 2 sorcery for each color in the commander color identity.
Minimum 2 instants for each color in the commander color identity.
Minimum 7 removal spells for neutralizing threats. All neutralization must be permanent.
Minimum 7 combat enhancement spells. These spells must improve your combat effectiveness or detract from that of your opponent.
For the spell arsenal, no card may count in more than one spot.

*This is intentionally vague. It is "on your honor", but benefit of the doubt is given to the constructor. If a reasonably common situation can be easily described where the card works with the commander, it is legit. Cards that fit in the arsenal need not synergize, but they must not actively detract from the commander. Again, benefit of the doubt as described previously.

Match Play

Like its predecessor, Calley Village is played in banks of 2 games. However, unlike BB, you never play your own deck (wut?). Before each game decks are randomly assigned. A player may not play the same deck two games in a row.

Points are scored as follows ("your" deck is the one you constructed):

1 point for each opponent you finish higher than.
3 points if your deck is first to lose.
2 points if your decks is second to lose.
1 point if your deck is runner-up

Scooping

Please do not scoop unless you are sure to lose that turn. The integrity of the scoring depends on it.