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COMMANDER(S)
Hope Estheim
QR Code
U W
- Azorius
Created by  pich421
Bracket
5.0 - 5.0
Bracket 3
Average CMC Average CMC
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ANALYSIS

Overview:

This Esper (W/U) deck leverages Hope Estheim as a synergistic life-gain/mill commander. The primary strategy focuses on generating massive life totals through creature ETBs (e.g., Soul Warden, Authority of the Consuls), life doublers (Boon Reflection, Rhox Faithmender), and incidental gain (e.g., Nyx-Fleece Ram). Hope converts life gained each turn into opponent milling during the end step. Secondary win conditions include alt-win cards like Felidar Sovereign/Test of Endurance, Aetherflux Reservoir burn, and combat with large threats like Serra Avatar or Storm Herd. Hope acts as the critical engine, enabling the mill plan while being vulnerable to removal due to low toughness.

Primer:

Core Strategy Execution:

  1. Establish Lifegain Engines (Turns 1-4): Prioritize deploying cheap lifegain creatures (Soul Warden, Soul's Attendant, Suture Priest), enchantments (Authority of the Consuls, Cleric Class), and mana rocks (Sol Ring, Arcane Signet). Cast Hope Estheim as early as possible.
  2. Amplify Lifegain & Protect (Turns 3-6): Deploy life doublers (Boon Reflection, Rhox Faithmender, The Wind Crystal) to exponentially increase Hope's mill output. Protect key pieces with counterspells (Counterspell, Dovin's Veto) or equipment (Lightning Greaves). Use Rule of Law/Grand Arbiter Augustin IV to slow opponents.
  3. Execute Win Conditions (Turns 5-10+):
    • Mill: Leverage Hope's end step trigger alongside supplemental mill (Ruin Crab, Psychic Corrosion, Fractured Sanity, The Water Crystal) to deplete libraries. The Mindskinner converts damage into mill.
    • Alt-Win: Activate Felidar Sovereign or Test of Endurance if life exceeds 40/50. Use Aetherflux Reservoir to burn opponents once life is sufficiently high (50+).
    • Combat: Overwhelm with Storm Herd tokens or a massive Serra Avatar. Drogskol Reaver provides card draw and lifelink damage.
  4. Control & Sustain: Use board wipes (Supreme Verdict) selectively. Recur key enchantments with Ishgard, the Holy See or Heliod, the Radiant Dawn. Draw cards via Rhystic Study, Sphinx's Revelation, or Drogskol Reaver.

Mulligan Priorities:

  • Keep hands with 2-3 lands (including color sources), Hope Estheim, and at least one early lifegain source (e.g., Soul Warden) or ramp (Sol Ring, Arcane Signet).
  • Prioritize hands containing a life doubler (Boon Reflection, Rhox Faithmender) or protection (Counterspell, Lightning Greaves).
  • Avoid hands lacking early plays, lifegain enablers, or sufficient mana.

Key Tips:

  • Sequence Lifegain: Play creatures after establishing ETB lifegain sources. Prioritize casting Hope after setting up lifegain to maximize her first end step trigger.
  • Protect Hope: Hope's 2 toughness makes her fragile. Equip Lightning Greaves immediately or hold up counterspells. Restoration Magic (Curaga mode) protects your board.
  • Maximize Mill: Time supplemental mill spells (Maddening Cacophony, Tasha's Hideous Laughter) to capitalize on graveyard size after Hope triggers or in response to library searches (Archive Trap).
  • Manage Resources: Use Elixir to recur key cards and gain life. Will, Scion of Peace can enable massive discount turns after significant life gain.
  • Win Condition Flexibility: Don't tunnel vision on mill. Switch to Aetherflux burn or alt-win conditions if mill is hindered (e.g., by shuffle effects).

Weaknesses:

Critical

  • Commander Dependency: Hope Estheim is essential for the primary mill plan. Her low toughness (2) makes her extremely vulnerable to removal. Repeated removal cripples the deck.
  • Graveyard Shuffle Effects: Blightsteel Colossus, Kozilek, Butcher of Truth, etc., nullify mill progress and force reliance on slower alt-win conditions.
  • Anti-Lifegain Effects: Erebos, God of the Dead, Tainted Remedy, or Sulfuric Vortex shut down the core engine and alt-wins.

Moderate

  • Board Wipes: Destroying creature-based lifegain sources (Soul Warden, Resplendent Mentor) significantly reduces life gain and slows the mill plan. Recovery is slow.
  • Enchantment/Artifact Removal: Targeted removal on key doublers (Boon Reflection), engines (Aetherflux Reservoir), or alt-wins (Test of Endurance) is disruptive.
  • Combo Decks: The deck lacks early, stack-based interaction to stop fast combo wins before its life-gain/mill engine stabilizes.

Minor

  • Aggressive Decks: Early creature pressure can outpace lifegain stabilization before key pieces are online. Ghostly Prison helps mitigate this.
  • Stack Interaction: While present, counterspells are limited. Resolving critical spells against heavy control can be challenging.

Most Important Cards:

  • Hope Estheim (Primary mill engine)
  • Boon Reflection (Doubles lifegain, exponentially increasing mill)
  • Rhox Faithmender (Doubles lifegain, synergistic creature)
  • Aetherflux Reservoir (Alt-win condition, direct damage)
  • Felidar Sovereign (Alt-win condition)
  • Authority of the Consuls (Early lifegain, slows opponents)
  • The Wind Crystal (Lifegain doubler, finisher ability)
  • Rule of Law (Slows opponents, protects your incremental strategy)
  • Soul Warden (Core lifegain engine piece)
  • Supreme Verdict (Uncounterable board wipe for stabilization)

Attribute Ratings:

Speed: 5/10

  • The deck aims to win via mill or alt-wins around turns 8-10 in ideal scenarios. It lacks fast combos or explosive early kills, relying on incremental value.

Resilience: 4/10

  • Highly dependent on the commander and key enchantments/artifacts. While it includes some protection and recursion (Heliod, Ishgard), it struggles to recover from repeated disruption or commander tax.

Consistency: 6/10

  • Good density of lifegain enablers and doublers provides functional redundancy for the core engine. Tutors (Moon-Blessed Cleric, Micromancer) and card draw (Rhystic Study, Sphinx's Revelation) help find key pieces, but alt-win redundancy is lower.

Interaction: 5/10

  • Features efficient spot removal (Swords to Plowshares, Path to Exile), board wipes, and solid counterspells (Counterspell, Dovin's Veto). However, interaction is primarily reactive and may struggle against multiple early threats or resolved hate pieces.

Rating Justification:

This deck demonstrates a focused casual strategy with moderate speed (T8-10 wins) and consistency through lifegain redundancy, but its critical vulnerability to commander removal and graveyard shufflers significantly limits resilience. Its interaction suite is adequate but not exceptional for stopping faster decks. This aligns with the Optimized Casual/Strong Precon tier (5.0).

Power level: 5.0 - 5.0

DECK LIST
Hope Estheim
Planeswalker: 3
($6.73)
1
Ajani, Strength of the Pride
2 W W
1
Elspeth Tirel
3 W W
1
Jace Beleren
1 U U
Creature: 19
($27.06)
1
Boromir, Warden of the Tower
2 W
1
Containment Priest
1 W
1
Drogskol Reaver
5 W U
1
Felidar Sovereign
4 W W
1
Grand Arbiter Augustin IV
2 W U
1
Heliod, the Radiant Dawn // Heliod, the Warped Eclipse
2 W W
1
Micromancer
3 U
1
Moon-Blessed Cleric
2 W
1
Nyx-Fleece Ram
1 W
1
Resplendent Mentor
4 W
1
Rhox Faithmender
3 W
1
Ruin Crab
U
1
Serra Avatar
4 W W W
1
Soul Warden
W
1
Soul's Attendant
W
1
Suture Priest
1 W
1
The Mindskinner
U U U
1
Will, Scion of Peace
1 W U
1
Y'shtola Rhul
4 U U
Artifact: 10
($23.47)
1
Aetherflux Reservoir
4
1
Arcane Signet
2
1
Elixir
1
1
Excalibur II
1
1
Keening Stone
6
1
Lightning Greaves
2
1
Sol Ring
1
1
Talisman of Progress
2
1
The Water Crystal
2 U U
1
The Wind Crystal
2 W W
Enchantment: 11
($78.95)
1
Authority of the Consuls
W
1
Boon Reflection
4 W
1
Cleric Class
W
1
Freed from the Real
2 U
1
Ghostly Prison
2 W
1
Lifelink
W
1
Mirrormade
1 U U
1
Psychic Corrosion
2 U
1
Rhystic Study
2 U
1
Rule of Law
2 W
1
Test of Endurance
2 W W
Instant: 13
($7.78)
1
Absorb
W U U
1
Arcane Denial
1 U
1
Archive Trap
3 U U
1
Counterspell
U U
1
Dovin's Veto
W U
1
Invoke the Divine
2 W
1
Negate
1 U
1
Path to Exile
W
1
Restoration Magic
W
1
Riot Control
2 W
1
Sphinx's Revelation
X W U U
1
Swords to Plowshares
W
1
War Report
3 W
Sorcery: 8
($13.21)
1
Fractured Sanity
U U U
1
Maddening Cacophony
1 U
1
Ponder
U
1
Sanctify
1 W
1
Storm Herd
8 W W
1
Supreme Verdict
1 W W U
1
Tasha's Hideous Laughter
1 U U
1
Windfall
2 U
Land: 35
($15.24)
1
Adarkar Wastes
1
Adventurer's Inn
1
Clive's Hideaway
1
Command Tower
1
Crossroads Village
1
Exotic Orchard
1
Glacial Fortress
1
Ishgard, the Holy See // Faith & Grief
3 W W
12
Island
1
Jidoor, Aristocratic Capital // Overture
4 U U
11
Plains
1
Prairie Stream
1
Starting Town
1
The Gold Saucer

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