Hello and happiest of days to each of you! Today I wanted to bring you another Final Fantasy Commander brew. Last week I did a mono-Red Equipment brew around Gilgamesh, this week belongs to Hope Estheim.
This two-drop Bear size rare legendary lady in Azorius colors has lifelink. She also in your End step converts all life gain into mill of all of your foes - easier to mill your foes at the same time with bigger brews. Then since you are gaining life for this to happen, you are also making it harder and harder to lose the game to damage barring Commander Damage, so I'll toss in some ways to stop that too.
Let's get thing started!
Mana, Ramp, Lands, and Rock
Let's start with the boring part, the mana. Gloryheath Lynx has lifelink, is a two-drop Mount with good stats. When it swings saddled, we search the library for a basic Plains to our hand. Oasis Gardener costs three and then ETBs to gain 2 life and then will tap for any color of mana and then has a 2/2 Myr size.
Now let's turn to this trio of fun stuff. The four-drop uncommon chooses color, taps for that color of mana and then you gain a life each time someone casts that spell color - not just you. Then the three-drop common Mana Rock taps for one and gains you a life and then the last three-drop Manalith ETBs and swaps night to day and then can tap for three at sorcery speed to do so. When you do, you'll gain a life and then draw and discard a card - great card flow! Note that's a "may" card draw. If your hand is empty...
Now let's turn to this two-land pair that keeps an opposing Commander from killing us, or any Voltron card too. The common can tap for no mana but can stop and untap an attacker from dealing damage. The legendary White color identity one is next with the colorless tapping can tap with two to stop the damage from one attacker and I tossed in Labyrinth of Skophos too.
Blighted Steppe arrives untapped and then taps for colorless and then taps with four and sac to gain double life equal to your dork count and that can be done anytime - love that when someone mass removes to gain the life. The Blue tapping land - Adventure Town Jidoor, Aristocratic Capital is last. The sorcery costs six to mill one foe of half of their library.
Mill and Card Draw Stuff
Fun stuff time with larger lifegain and mill stuff. The 0/3 Blue uncommon has a landfall to mill all foes of 3, not just one or you. Then the six-cost instant will double your life and then shuffle - great for really milling fast - the same with the similarly costed sorcery that gains 7 and then draws two as well.
Serra Ascendant is a classic dork with 1/1 size and lifelink, and then if you've got enough life, it's now a 6/6 flyer too. Then Authority of the Consuls will make your opposing dorks ETB tapped and you'll gain a life from it too.
Cleric Class costs one, your life gain increases by one and then our four-mana level will also toss a +1/+1 counter on your dork and then five mana later you can recur a dork back and gain life equal to its toughness. Then the five-drop 2/6 Angel of Destiny with flying and double strike is next. When a dork we control deals that damage to a foe, both of us will gain that much life. Great for breaking the mill, and then if you are high enough in life at 55, if this dealt damage they die, so that's amazing here.
Synergies and Other Win-Cons
Now let's turn to synergies and win-cons. This two-set legendary artifact four-cost will reduce that colors spells cost, and then the Blue will turn mills of your stuff into four more if they are your foes. You can tap it for six to make each of them mill equal to your hand. Then the White one will double your life gain and then tap for six too to give your team flying and lifelink too.
Now let's turn to these two high toughness doublers. The Blue one-costs three for a 1/4, and then doubles all opposing mills - not yours though. Then the four-drop 1/5 lifelinker will double your lifelink - nasty here.
Now let's turn from synergies to win-cons here. Test of Endurance will win in your upkeep if your life is at least 50. I also tossed in Felidar Sovereign for 40 life. Easy here. Then the six-drop five equip Aettir and Priwen will give your dork base size equal to your life - an easy win con with a dork, Commander Kill or Voltron kill too. Then the four-drop rock Aetherflux Reservoir will turn casts into life gain equal to the amount cast and then turns 50 life into 50 damage. Ouchie!
The White planeswalker costs four for a 5 loyalty leader who can +1 to gain life equal to your dork and planeswalker count. Or he can -2 to make a 2/2 Pridemate token or 0 to exile him and then all dorks and rocks your foes have and that needs 55 life - easily done. Then the Cat lady costs six for a 3/5 that gives you an extra EOT step each turn. TWO triggers with Hope and others? Nasty. Then the five-drop 5/5 Horse gives others indestructible and then will make a 5/5 one in any end step if life gain happened that turn - you will load the board down.
Venser's Journal costs five and then you have no max hand size for The Water Crystal and then in your upkeep gain life equal to your hand count - nasty and on your turn for Hope - good stuff. Our legendary lad Will, Scion of Peace costs three and then a blocking size with 2/4 and vigilance and then you can tap him for no mana or cards or other resources and your White and Blue stuff drops in cost by your life gain this turn. You can only use that as a sorcery - but that's nasty here casting stuff for cheap.
The triple White artifact rock The Book of Exalted Deeds will turn EOT at least three life gain into dropping a 3/3 Angel with flying. Nice! Then you can exile it and then make an Angel a Platinum Angel too. Celestine, the Living Saint has a smaller 3/4 size, but at the beginning of your End Step when Rose triggers you can resurrect a dork from your graveyard equal to or less than the life gain - with the Cat Druid above that's nasty. Then the triple Blue dork The Mindskinner is an enchantment too. It cannot be blocked - and has a 10/1 size! But all damage you deal to opponents is prevented and milled instead. With our doublers out that's nasty fast with Hope helping.
Answers
I usually have them based on my deck's needs - so things that draw you cards. The three-cost counter gains you three and then the Fog at the end costs three too and then you gain life equal to your foe's dorks, then Fogs. Then the two-cost in the middle will maybe gift and then give your stuff hexproof and you too to protect and then indestructible if you gave the card.
Now let's turn to this trio of pinpoint removal for stuff that gains you life too! The uncommon four-cost Chastise can destroy an attacker and you gain its life in power not your foe! Great! Then Triumphant Surge will gain you three life and destroys a bigger powered dork. Then the three-cost instant Invoke the Divine will gain you 4 and then Disenchant a target of your choice. I also tossed in Terashi's Grasp.
Now let's finish with these two mass removal spells. The two to start White X instant rare will destroy X artifacts or enchantments - great instantly - or gain you twice the X spent in life - amazing to mill or get a life win con outta nowhere on your upkeep. The five-mana sorcery Wraths everything and gains you one life per thing wiped. Don't use unless needed.
Card Draw
Let's finish with card draw and many a cantrip was added too. The three-cost to start Azorius colored X spell gains you that life and then draws you that cards too. The three-cost in the middle will draw and then gain life equal to your hand count. Then the two-cost will Loot two and flashback for three and then you'll gain 2 life each time cast.
The three-drop rare 2/3 The Gaffer will draw in your end step will you gain at least 3 life - great with the Cat Druid. The five-cost legendary artifact Alhammarret's Archive will double your life gain and cards too, save for the first one. The flashing Bear Archivist of Oghma will turn opposing searches of their library into you gaining a life and drawing too.
The White two-cost enchantment will spend two each time you gain life to draw a card and then mana sink four here to make a 1/1 Soldier with lifelink to chump block or trigger it. The four-cost artfact turns card drawing into drawing that many cards as long as you spend one mana per card.
The rare harder to cast seven-drop dork has a 3/5 flying lifelinking body and then when you draw pumps by power 1, and then when it swings you draw and then you can save it by discarding a card. The easier to cast same cost and size with flying too and lifelink and double strike. Each time you gain life draw - no tricks here at all. Then the maybe four-cost planeswalker with five loyalty can +1 to save it by dropping a power by 3 of a dork. Then you can -2 him to make someone mill 3 and then draw one unless anyone gas 20 or more cards, then three! That's why he's here, but his ultimate to -X and then a have someone mill triple X spent isa great finisher too. Love him much.
Now let's turn to my brew!
Azorius Lifelink Mill | Commander | Abe Sargent
- Commander (1)
- 1 Hope Estheim
- Creatures (22)
- 1 Angel of Destiny
- 1 Archivist of Oghma
- 1 Bruvac the Grandiloquent
- 1 Celestine, the Living Saint
- 1 Cloudblazer
- 1 Crested Sunmare
- 1 Dream Trawler
- 1 Drogskol Reaver
- 1 Elite Guardmage
- 1 Felidar Sovereign
- 1 Gloryheath Lynx
- 1 Oasis Gardener
- 1 Rhox Faithmender
- 1 Resplendent Angel
- 1 Ruin Crab
- 1 Serra Ascendant
- 1 Solemn Simulacrum
- 1 The Gaffer
- 1 The Mindskinner
- 1 Valkyrie Harbinger
- 1 Will, Scion of Peace
- 1 Y'shtola Rhul
- Planeswalkers (2)
- 1 Ajani, Strength of the Pride
- 1 Jace, the Perfected Mind
- Spells (17)
- 1 Absorb
- 1 Beacon of Immortality
- 1 Chastise
- 1 Congregate
- 1 Counterspell
- 1 Dawn's Truce
- 1 Faithful Mending
- 1 Fumigate
- 1 Generous Gift
- 1 Heliod's Intervention
- 1 Invoke the Divine
- 1 Kiss of the Amesha
- 1 Riot Control
- 1 Sphinx's Revelation
- 1 Tasha's Hideous Laughter
- 1 Terashi's Grasp
- 1 Triumphant Surge
- Enchantments (7)
- 1 Authority of the Consuls
- 1 Dovin's Acuity
- 1 Cleric Class
- 1 Dawn of Hope
- 1 Ghostly Prison
- 1 Propaganda
- 1 Test of Endurance
- Artifacts (15)
- 1 Aetherflux Reservoir
- 1 Aettir and Priwen
- 1 Alhammarret's Archive
- 1 Arcane Signet
- 1 Decanter of Endless Water
- 1 Paradise Plume
- 1 Pristine Talisman
- 1 Sol Ring
- 1 The Book of Exalted Deeds
- 1 The Celestus
- 1 The Water Crystal
- 1 The Wind Crystal
- 1 Thought Vessel
- 1 Venser's Journal
- 1 Well of Lost Dreams
- Lands (36)
- 1 Adventurer's Inn
- 1 Azorius Chancery
- 1 Blighted Steppe
- 1 Command Tower
- 1 Hollowed Fountain
- 1 Ipnu Rivulet
- 1 Ishgard, the Holy See
- 1 Jidoor, Aristocratic Capital
- 1 Labyrinth of Skophos
- 1 Maze of Ith
- 1 Mystic Sanctuary
- 1 Kabira Crossroads
- 1 Kor Haven
- 1 Prairie Stream
- 1 Radiant Fountain
- 1 Reliquary Tower
- 1 Sejiri Refuge
- 1 Temple of Enlightenment
- 1 Tranquil Cove
- 1 War Room
- 8 Island
- 8 Plains
There we go! I tossed in fun things like Congregate, and the amazing Dovin's Acuity to gain draw, and then cast instants on your turn to bounce and since that's needed on your turn to get the Hope trigger I love that synergy. I also love here Cloudblazer and Elite Guardmage. I am also running the three cards to keep us from discarding too. I also tossed in Propaganda and Ghostly Prison to shut down attackers en masse too like Craterhoof Behemoth and such.
This is amazingly deep - you could toss in loads more - what are your thoughts?
































