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Do you hate losing your creatures in combat? Does the thought of a single direct damage spell sweeping away the troops you spent so long building up keep you awake at night? Then the Judgment set has the creatures for you! Meet the Phantoms, a new race of creatures with built-in damage prevention abilities. Their ghostly powers will have your opponents fleeing in fear. While you're playing the "Spectral Slam" deck, you need to dump everything in your hand onto the table as quickly as you can and then keep attacking. But the key to the deck's long-term success will be keeping your Phantoms around after they run out of +1/+1 counters. If you can boost their toughness with cards like Mirari's Wake and Blessed Orator, the Phantoms are practically indestructible. Creature enchantments like Strength of Isolation and Seton's Desire give a Phantom the extra power it needs to keep attacking. And Elephant Guide is simply amazing. Even if your opponent manages to destroy the creature it's enchanting, you'll still have a 3/3 Elephant token. Remember, you only remove a +1/+1 counter from a Phantom if its own ability prevents damage to it. If you use the ability of a Hallowed Healer or Benevolent Bodyguard to prevent all damage that would be dealt to a Phantom, you don't have to remove a counter. Sometimes you'll wind up in a situation where neither you nor your opponent can get through for damage on the ground. Since this deck has only a few creatures with flying, you may have to switch to a new plan: Get to threshold and then enchant one of your creatures with Seton's Desire. All your opponent's creatures will have to block it, so the rest will get through to deliver the finishing blow. You can also wait and build up +1/+1 counters on your Phantom Nantuko. Not many decks can withstand a gigantic trampling Phantom for long. To make "Spectral Slam" even better, you can add lands that produce both green and white mana, like the Odyssey set's Sungrass Prairie. More damage prevention spells, such as Prismatic Strands, will keep your Phantoms at full health longer. And adding an anti-flying card like Hurricane (from the Seventh Edition set) will rid the battlefield of those pesky fliers.
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