Building an Azorius Mill Commander Deck With Hope Estheim

by
Nicholas Lucchesi
Nicholas Lucchesi
Building an Azorius Mill Commander Deck With Hope Estheim

Hope EstheimHope Estheim | Art by Shiyu

With only 708 Azorius mill decks on the site, Hope EstheimHope Estheim brings a fresh look to the archetype by combining it with another, much more popular one: life gain. It's so popular that Azorius has 4.4 thousand decks on the site!

Hope Estheim

A fresh take with a fresh-faced commander means only one thing left to do: dive in, and remind you that while I have never finaled a fantasy, I'm always Nick. And this is Tech The Deck.

Key Cards for Hope Estheim

So Enchanting

Today, I must go out of order when discussing cards. The reason is to shout out your Commander Mechanic and mine...Commander Mechanic. After seeing a post about Hope's synergy with two of my favorite cards, Illusions of GrandeurIllusions of Grandeur and Delusions of MediocrityDelusions of Mediocrity, it only makes sense that they would inspire this deck.

They also did an excellent video on their version of the deck that everyone should watch.

Illusions of Grandeur
Delusions of Mediocrity

Both cards seem to have too much risk and not enough reward. Most players might not even know these are real cards. Even fewer would believe me when I tell them that Illusions of GrandeurIllusions of Grandeur was part of a top-tier deck named Trix.

For two cards I think about far too often, I'm ashamed that their synergy with Hope slipped my mind. Now they will only slip inside a sleeve as I put them into this deck.

The ability to gain 10 or 20 life off only one card would typically be worth nothing in the Commander format. But when that turns into the rest of the table getting milled for 10 to 20 cards, we're on to something. What would be even better for us would be finding a way to do it more than once.

Copy Enchantment
Mirrormade
Estrid's Invocation

One great thing about enchantments is that they love to find ways to make copies of other enchantments. Copy EnchantmentCopy Enchantment is a card whose name tells you exactly what the card does: It copies an enchantment. You can use this to get a copy of an opponent's enchantment, but they won't have anything as good as an Illusion or Delusion.

MirrormadeMirrormade comes with the added benefit of duplicating an artifact, and, like above, the table certainly won't have anything as good as we're working with, but if they do, we get one too.

Estrid's InvocationEstrid's Invocation seems to be tailor made for this deck. Not only does it copy an enchantment for us, but it can do it every time we get an upkeep - every upkeep, gaining 20 life and milling 60 cards total from the table. Yes please.

We have one last way to get copies of enchantments from our enchantments in this deck: Extravagant ReplicationExtravagant Replication. At , this card is at the higher end of our mana value, but after just a few turns, it might get us everything we need to win the game.

It will also do a fine job of giving us extra copies of a few of the next set of cards.

Twice As Much Instead

Mill decks over the years have been no strangers to powerful artifacts, with possibly the most well-known being the Mesmeric OrbMesmeric Orb. While the Orb doesn't make the 99 of this deck, some other powerful artifacts do.

The first is a card most people ignore until it's too late: Venser's JournalVenser's Journal. Giving no maximum hand size as an effect is often a bonus for cards with something better to do. When it comes to the Journal, it's a key part of why the card is good.

If this card capped out at gaining seven life, it might still get some play, but having an upper end defined by how many cards you can draw guarantees it gets in decks.

A newcomer to the lifegain suite of cards comes courtesy of Final Fantasy, The Wind CrystalThe Wind CrystalCost reduction on white spells, which make up 63% of the deck, doubling up our lifegain and, in turn, our milling, makes it an easy inclusion.

Finally, some oldie but goodies from Commander games of the past.

Well of Lost Dreams
Alhammarret's Archive

Well of Lost DreamsWell of Lost Dreams is a key to this deck turning something like a trigger off of Delusions of MediocrityDelusions of Mediocrity into possibly ten fresh cards. Alhammarret's ArchiveAlhammarret's Archive has been a mainstay in Lifegain decks, so it's a mainstay in this deck. Both cards will be out simultaneously, keeping our cards flowing and our opponents drawing on an empty deck.

Enchanting

The core of this deck acts as a typical Enchantress deck. So, the creatures within will look different from those in a typical Lifegain lineup.

The first thing every Enchantress deck needs is the Enchantress creatures.

Inquisitive Glimmer
Entity Tracker
Starfield Mystic

Every Enchantress worth their salt does one of two things: they draw a card whenever we play an enchantment or when one enters, or they reduce how expensive our enchantments are to cast. Sadly, none of these creatures do both.

Our other non-Enchantress creatures in the deck also do their best to help.

Will, Scion of PeaceWill, Scion of Peace, helps turn our lifegain into cost reduction on spells. Archon of Sun's GraceArchon of Sun's Grace provides us with an army to keep up the pressure and keep our life high, and giving Pegasus creatures lifelink has never been more relevant than in this deck. This deck runs Storm HerdStorm Herd and likes it.

Heliod, Sun-CrownedHeliod, Sun-Crowned and Heliod, the Radiant DawnHeliod, the Radiant Dawn might not be the best of friends with one another, but they do love the rest of the characters in this deck.

Gogo, Master of MimicryGogo, Master of Mimicry might be from a different game in the franchise, but they do work great with Hope EstheimHope Estheim. Gogo copying Hope's ability multiple times a turn is an easy way to win a game out of nowhere on any turn where we can gain a substantial amount of life.

Clerical

One creature in this deck must be highlighted. Not only does it give us life; not only is it cheap to cast; not only does it provide us with a combo angle for the deck; it also has some killer art.

Faith Healer

The game doesn't have many ways to sacrifice an enchantment, and Faith HealerFaith Healer does this with no downside. It's not restricted to sorcery speed only, and no mana or life has to be paid to activate it either. The card gains us life.

The combo aspect this card allows us is the primary focus for its inclusion. While Illusions of GrandeurIllusions of Grandeur will eventually put itself into the yard, not all of our enchantments have that same ability. Faith HealerFaith Healer saves the day.

But why are we putting these cards into the yard? To bring them all back, of course.

Dance of the Manse
Open the Vaults
Second Sunrise

Sending our enchantments to the graveyard looks silly until any of these cards end up in our hands while we do it. While not the most potent combo ever assembled and not the best example of just how powerful Second SunriseSecond Sunrise can be as a card, this will catch a table off guard.

Lastly, Resplendent MentorResplendent Mentor and Famished PaladinFamished Paladin can combine to mill an entire table out all at once.

Spice Rack

No Commander deck is complete without a few spicy inclusions. And this deck is no stranger to spice.

Ondu SpiritdancerOndu Spiritdancer gets themselves onto the copy train every turn. Angel of DestinyAngel of Destiny allows us to win the game with an alternative plan after opponents catch on to the primary strategy.

CongregateCongregate can gain the most absurd amount of life of any card ever printed, and at the low cost of not blowing up the board. And possible new Lifegain staple ElixirElixir shuffles back all the good stuff so you can use it again.

Wrap Up

The Final Fantasy set is a strange one for me. I have no connection with the characters, and haven't played any of the games. But at the same time, I'm connected to so many of these cards because of how cool they are for the game.

Hope EstheimHope Estheim took me a few reads to understand just how cool it is, and I feel that will be happening with many of these cards for years to come.

Thanks to the set, I know that many amazing strategies are coming for the first time, and many more are getting new toys to play with. If you want to see those strategies and the cards that help them, check out all of the great content by our fantastic group of writers.

If you want to know my thoughts on more cards, check out all my articles here. With Edge of Eternities on the horizon and trips to New York (Spider-Man) and the Fire Nation (Avatar), I'll have no shortage of cool cards to discuss.

As always, I have been Nick. This has been Tech The Deck, and you can find me anywhere you can spell nicnax96 on the internet.

Hope Estheim Commander Deck List


Tech The Deck - Hope Estheim

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Commander (1)

Instant (15)

Artifact (11)

Creature (18)

Enchantment (14)

Sorcery (6)

Land (35)

Hope Estheim
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