Arcane Foundry › Commanders › Hope Estheim
Hope Estheim
Legendary Creature — Human Wizard · {W}{U} · Blue/White commander
Lifelink
At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.
Build a Hope Estheim deck →
What Hope Estheim actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · end_stepAt the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.
- Keyword · lifelinklifelink
What a Hope Estheim deck needs
Plays as lifegain. What the commander asks of the other 99 — read from the card and checked by hand.
- opponent-mill spells and permanents, and mill payoffs (their library is the win)
- repeatable lifegain — lifelink, gain-life triggers and Food (every life gained is its trigger)
The Hope Estheim deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 20× Mill the opponents — their library is the win condition
- 19× Gain life repeatedly — for a commander that converts life gained into drain, the gain IS the damage
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Hope Estheim
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Mill the opponents — their library is the win condition
- Altar of the Brood1 mana
- Ruin Crab1 mana
- Folio of Fancies2 mana
- Ghoulcaller's Bell1 mana
- Psychic Corrosion3 mana
- Hope Estheim2 mana
- The Water Crystal4 mana
- Manic Scribe2 mana
Gain life repeatedly — for a commander that converts life gained into drain, the gain IS the damage
- Basilisk Collar1 mana
- High Market0 mana
- Zuran Orb0 mana
- Authority of the Consuls1 mana
- Serra Ascendant1 mana
- Shadowspear1 mana
- Soul Warden1 mana
- Soul's Attendant1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- March of Otherworldly Light1 mana
- Generous Gift3 mana
Find the exact card the plan needs
- Reshape2 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
- Open the Armory2 mana
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Enlightened Tutor1 mana
- Mystical Tutor1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Supreme Verdict4 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Shatter the Sky4 mana
- Split Up3 mana
- Winds of Abandon2 mana
- Depopulate4 mana
Refill your hand
- Esper Sentinel1 mana
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Rhystic Study3 mana
- Archivist of Oghma2 mana
- Faerie Mastermind2 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Bastion Protector3 mana
- Gold-Forged Thopteryx2 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Coppercoat Vanguard2 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
Get ahead on mana
- Sol Ring1 mana
- Azorius Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana