Bracket 2 Commander decks
Bracket 2 is Core: the precon baseline. Games run long, board wipes are rare, and nothing ends before turn nine. No game changers, no two-card combos, no mass land denial. Extra turns are fine here as long as they are not chained.
Every deck here is scored automatically against the Commander bracket rules. To score your own, use the bracket calculator.





















Bracket 2 Commander decks: common questions
What is a Bracket 2 Commander deck?
Bracket 2 is the Core tier, and it is where an unmodified preconstructed deck sits. Games go long, the board develops, and nothing wins out of nowhere. The deck can have a clear plan; it just cannot have the cards that end games early.
Are extra turns allowed in Bracket 2?
Yes. Extra turn cards are only banned outright in Bracket 1. What Bracket 2 prohibits is chaining them, meaning taking several turns in a row off a loop. A single Time Warp in a hundred cards is a Bracket 2 card.
How many game changers can a Bracket 2 deck have?
None. Any card from the Game Changers list moves a deck to Bracket 3. That is the single most common reason a deck someone thinks is Core scores as Upgraded.
Are all Commander precons Bracket 2?
Most are. Of the precons in our catalog the large majority score Bracket 2, a small number score Bracket 3, and a handful land at Bracket 4 or above, usually because of a game changer printed in the deck.
For every bracket side by side, the full Game Changers list and how each rule is applied, read the Commander bracket system explained. To score a decklist of your own, use the Commander bracket calculator.












