Best / 100-CARD BUILD

Hope Estheim

Azorius

A little life. A lot less library.

Life gain and milling get different amplifiers. “Best” is this version’s name, not a tested ranking.

Explore the 100-card deck ↓
Artwork for Hope EstheimMEET YOUR COMMANDERHope Estheim
Hope Estheim · Featured commander

STRATEGY · 3 PHASES

How this build plays

The supplied Best list keeps Bruvac and the Crystal replacements but removes Optimized’s Mindskinner package and the original Reservoir finish. Psychic Corrosion and Cosmos Elixir connect cards and end-step value, with Felidar Sovereign as a visible life-total threat.

  1. 01SET THE STAGE

    Let every creature help the count

    Soul Warden gains life for another creature entering, and Rhox Faithmender doubles life you would gain. With Hope in play at your end step, the total life gained that turn becomes the amount each opponent mills. Losing life later does not subtract from that gain tally.

    • Hope Estheim
    • Soul Warden
    • Rhox Faithmender
    Rules text for these cards

    Hope Estheim

    Lifelink At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.

    Soul Warden

    Whenever another creature enters, you gain 1 life.

    Rhox Faithmender

    Lifelink (Damage dealt by this creature also causes you to gain that much life.) If you would gain life, you gain twice that much life instead.

  2. 02BUILD THE ENGINE

    Life gain and milling get different amplifiers

    The Wind Crystal doubles life you would gain, raising the total Hope measures at your end step. The Water Crystal changes each opposing mill event to that many cards plus four. These are different replacement effects: the Water Crystal does not increase life gained.

    • Hope Estheim
    • The Wind Crystal
    • The Water Crystal
    Rules text for these cards

    Hope Estheim

    Lifelink At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.

    The Wind Crystal

    White spells you cast cost {1} less to cast. If you would gain life, you gain twice that much life instead. {4}{W}{W}, {T}: Creatures you control gain flying and lifelink until end of turn.

    The Water Crystal

    Blue spells you cast cost {1} less to cast. If an opponent would mill one or more cards, they mill that many cards plus four instead. {4}{U}{U}, {T}: Each opponent mills cards equal to the number of cards in your hand.

  3. 03CARRY IT THROUGH

    Order the end step to use what it gives

    Cosmos Elixir and Hope can trigger at the beginning of your end step. Put Hope’s trigger below the Elixir’s so the Elixir resolves first: at or below starting life, its two life can count for Hope. Above starting life it draws instead, which can trigger Psychic Corrosion to mill separately.

    • Hope Estheim
    • Cosmos Elixir
    • Psychic Corrosion
    Rules text for these cards

    Hope Estheim

    Lifelink At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.

    Cosmos Elixir

    At the beginning of your end step, draw a card if your life total is greater than your starting life total. Otherwise, you gain 2 life.

    Psychic Corrosion

    Whenever you draw a card, each opponent mills two cards.

Explore this build

Commander

1 card

Creature

21 cards
1×Soul WardenCreature — Human Cleric · Printing not specified1×Soul's AttendantCreature — Human Cleric · Printing not specified1×Lunarch VeteranCreature — Human Cleric · Printing not specified1×Suture PriestCreature — Phyrexian Cleric · Printing not specified1×Daxos, Blessed by the SunLegendary Enchantment Creature — Demigod · Printing not specified1×The GafferLegendary Creature — Halfling Peasant · Printing not specified1×Aerith GainsboroughLegendary Creature — Human Cleric · Printing not specified1×Righteous ValkyrieCreature — Angel Cleric · Printing not specified1×Angel of VitalityCreature — Angel · Printing not specified1×Rhox FaithmenderCreature — Rhino Monk · Printing not specified1×Felidar SovereignCreature — Cat Beast · Printing not specified1×Y'shtola RhulLegendary Creature — Cat Druid · Printing not specified1×Bruvac the GrandiloquentLegendary Creature — Human Advisor · Printing not specified1×Will, Scion of PeaceLegendary Creature — Human Wizard · Printing not specified1×Celestine, the Living SaintLegendary Creature — Human Warrior · Printing not specified1×Martyr of SandsCreature — Human Cleric · Printing not specified1×Children of KorlisCreature — Human Rebel Cleric · Printing not specified1×Haliya, Guided by LightLegendary Creature — Human Soldier · Printing not specified1×Boromir, Warden of the TowerLegendary Creature — Human Soldier · Printing not specified1×Heron of HopeCreature — Bird · Printing not specified1×Serra AscendantCreature — Human Monk · Printing not specified

Sorcery

7 cards

Enchantment

6 cards

Artifact

15 cards

Instant

14 cards

Land

36 cards

PREGAME CONVERSATION · Planned

Commander Bracket Assessment

Rules-Based Bracket: No raised minimumEstimated Power Bracket: Mid 3–High 3

Based on the 100-card main deck; sideboard excluded. The Rules-Based Bracket is the lowest bracket this card list allows under Commander bracket rules. The Estimated Power Bracket is a personal estimate of how strongly the deck plays. It is not an official rating.

Evidence and limitations

Rules-Based Bracket · minimum

  • No raised minimum found in the checked restrictions. This does not establish Exhibition intent, Core fit or absence of every possible combo.

Exact Game Changers: None.

Mass land denial registry: None identified in the checked registry. Modal or repeated-land targeting still requires a pregame discussion.

Your extra-turn cards: None identified in the checked registry. Opponent turns from Emrakul or gifts are not counted as your own chain.

Confirmed early two-card lethal or turn-chain flags are not inferred from keywords. This is a lower bound, not a complete combo solver or permission to delay a consistently early line until turn seven. Agreed Rule Zero / Exhibition exceptions are outside this ordinary-restriction check.

Estimated Power Bracket · Mid 3–High 3

Estimated from the card list alone, not from tracked win rates or game results.

The supplied Best list removes Mindskinner and the Reservoir package while retaining gain/mill replacements. Elixir and Corrosion add recurring value rather than an automatic faster finish.

Assembly and timing: End-step trigger order can improve Hope’s mill, but repeated resources and time are still required. No strong universal tutor suite establishes an early combo clock.

Recovery and constraints: Defensive interaction and recurring card value support longer games; commander removal and sweepers still interrupt the core plan.

Curve: 2.80 average nonland mana value. Cheap mana/land-search text: Arcane Signet · Sol Ring · Talisman of Progress · Mind Stone · Wayfarer's Bauble. This text-derived reading aid is not an official score.

Search-library evidence: Wayfarer's Bauble. This includes restricted and land searches; efficient tutor overlap is reviewed separately above. There is no official tutor-count cap.

Fast mana indicators: Sol Ring. Conditional free interaction: None identified in the checked registry. Conditions and resource costs still apply.

Key cards: Cosmos Elixir · Psychic Corrosion · The Wind Crystal · The Water Crystal.

Official sources checked 2026-10-31; criteria update 2025-10-21, Game Changers update 2026-02-09. Method and official source links. Brackets 4 and 5 share structural freedom; competitive intent cannot be inferred from these counts.