Comics require you to draw a thing over and over and over again! Every time your characters do something, you have to figure out how to draw that thing, so comics can end up being a great way to push yourself and practice over and over again.
I honestly couldn't tell you how I'd approach this off the top of my head, so I tried out some 30 second poses real quick:

You can kinda see that I tend to have a rough pentagon-ish shape that is the palm, but past that a lot of the shapes depend on the pose of the hands.
The thing with gesture drawing is that (a) you're not trying to get a finished drawing, you're trying to capture the basic motion of the figure and (b) when you're first doing gesture stuff, a LOT of your early gesture drawings, especially quick ones, are going to feel like squiggly garbage. But it's good practice to not get caught up in the details, but to find the most important overall shapes and motion to feel that pose when you don't have time to get all the details.
When we used to do gesture drawing in class, a lot of times we'd start with some really quick gestures, then build into longer and longer times -- training us how to approach drawing a figure with a gestural mindset. If we have 5 minutes to draw a hand, we might get into the bad habit of drawing one finger and getting it right, and then the next finger, and really losing the energy of the hand as a whole. But if you start out trying to capture the entire hand in 30 seconds, that sort of trains you so that when you bump your time up to 1 minute, you spend the first 30 seconds trying to quickly capture the pose and motion of the hand, and then the rest of your 1 minute refining that quick gesture and building the details into the pose.
So, think of it that way -- quick gestures aren't so much about the finished product, but about training your hand and your brain. It's normal to not be able to "finish" in time, but trying to get as much important information as you can down on paper helps your brain learn how to capture what's important.