At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.
Hope Estheim turns lifegain into a mill clock: every point of life you gain in a turn becomes a card each opponent mills at your end step. You assemble lifelink creatures, repeatable lifegain triggers, and life-payment payoffs to dump 20-40+ cards out of each opponent's library per turn, then close out the game by decking them. Early turns are spent ramping and building lifegain density while Hope's lifelink chips in incidentally.
Mills all opponents simultaneously, making it a strong multiplayer clock when scaled
Lifegain is cheap, plentiful, and keeps you safe from aggro while it fuels the kill
UW has premier control, protection, and board wipes to survive while milling
Many lifegain enablers double as defensive value, so the engine isn't pure 'win-more'
Mill is hated and easily disrupted by Eldrazi titans, shuffle/graveyard recursion, and 'can't be milled' effects
Hope dies to a stiff breeze (2 toughness) and the engine stalls without lifegain on board
Bigger pods mean more cards to grind through — milling out three 99-card decks is slow
Vulnerable to commander removal cutting off the payoff, and to opponents who graveyard-fuel themselves