Last updated on May 23, 2025

If youโve been scouring the Final Fantasy card file for a new, innovative commander to build around, but havenโt quite found anything yet, all Hope is not lost! In fact, heโs doing quite well, showing up as Hope Estheim in the mainline set. Hope is an Azorius legend thatโs incredibly easy to understand, at least as far as processing what the words on the card mean. But digging into the ability and how youโre supposed to build around it is a head-scratcher. Lifegain and mill? Together, in this economy?
Magic Card Design 101

First off, letโs deconstruct the card.
This is a very basic strategy that Magic uses to design multicolored cards. What are the cardโs colors, and what is something that each of those colors can do? Put them together, and bam! Gold card. In this case, Hopeโs got a very straightforward design:
- White is a color that cares about lifegain.
- Blue is a color that cares about mill.
Ergo, a white and blue card that mills based on the amount of life youโve gained. Itโs a perfect example of two puzzle pieces just kind of fitting together. Except itโs not exactly a peanut butter + jelly combination, is it? More like caramel flavored wasabi. This is the first card in Magic history that intentionally combines these two strategies on one card, and they donโt seem like they go together very intuitively.
Mining New Design Space
Now there is some precedent for Azorius cards that care about lifegain specifically. Drogskol Reaver has a very similar blue + white design where the lifegain aspect comes from white, and the blue reward is drawing cards. And Will, Scion of Peace was a Wilds of Eldraine commander that converts lifegain into cost reduction for your spells. Using white for a lifegain bonus on an Azorius card is pretty common, though they usually end up feeling like blue cards with just a touch of white, rather than equal parts white and blue.
Hopeโs a bit different, because youโd need to care about lifegain (white) and mill (blue) before youโd ever run the card. But because itโs such a different take on an Azorius commander, it opens up an entirely new strategy, and it might even be pretty good.
Hereโs the thing: Itโs very easy to gain life in Magic. MTGโs history is littered with cards that just gain life and do basically nothing else, and they tend to be quite weak, since they donโt actually affect whatโs happening on the board. Your Meditation Puzzles and Chaplain's Blessings and Renewed Faiths of the world donโt do very much. But as every Ajani's Pridemate or Sanguine Bond lover knows, lifegainโs all about the payoffs, not the enablers.
And Hope Estheim is the ultimate payoff: an actual win condition for lifegain decks! There are white cards that gain a lot of life, and that converts into a lot of mill for your opponents. The end result is a fairly linear strategy that looks to keep your own life total high while turbo-milling your opponents into oblivion. And youโll need the life total buffer, because people hate mill, and they will be gunning for you.
The Big Players
Lifegain decks usually rely on repeatable, incremental lifegain triggers to keep their synergies flowing. That often comes in the form of Soul Sister cards like Soul Warden and Guide of Souls. Those still have a home with Hope, but theyโre not quite as effective here since Hope only triggers on your own end step.
Instead, youโll want huge swathes of lifegain that you can fire off during your own turn. Think Providence, Sanguine Sacrament, and for the first time ever, you might even unironically consider playing trash-tier mythic Archangel's Light in a Commander deck (or, you know, donโt).
Life-doubling effects like Beacon of Immortality and Celestial Mantle are akin to Traumatize and Maddening Cacophony here, and donโt forget that Hope has lifelink, so a well-timed Celestial Mantle can pull even more weight with the combat damage Hope deals. And yes, doubling your life total counts as gaining life.



The final nails in the coffin are the effects that amplify milling. Think your Bruvac the Grandiloquents, Fraying Sanity, and The Water Crystal. If you had โputting Bruvac and Soul Warden in the same deckโ on your Bingo card, mark that off now!
The Harsh Reality

Glimpse the Unthinkable | Illustration by Brandon Kitkouski
Of course, running a deck with Hope Estheim as the commander wonโt be smooth sailing. For one, the card itself is a Grizzly Bears with no protection. Youโll be in blue for countermagic and white for protection, but Hopeโs a bit hopeless without some support.
Thereโs also the fact that mill is an archetype that some players despise with a fiery passion, like โupset at you because you kicked their dogโ angry, so you should expect some retaliation if you present Hope as your commander. And no trying to sneak in the old โoh, this is my group hug lifegain-mill deck.โ People will know whatโs up as soon as Hope shows his face, and some people will gun for you immediately because of that.
So, playing Millbro Baggins here might be an uphill battle, but youโll be doing something pretty novel, combining cards that have never shared a room together before, and hopefully keeping your life total high while emptying out everyone elseโs libraries.
So are these two great tastes that taste great together? No, not really. At least, they havenโt been until now. But maybe Hope changes that, maybe thereโs hope for the lifegain-mill crossover no one was asking for, and just maybe it ends up being something cool and interesting. For one player at the table, at least.
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