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Command zone

Shimatsu the Bloodcloaked

Shimatsu the Bloodcloaked

Legendary Creature — Demon Spirit

Shimatsu the Bloodcloaked wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Demons or Spirits.

  • Mana cost3 genericred
  • Red ()
  • Power / toughness0 / 0
  • RarityRare

As Shimatsu enters, sacrifice any number of permanents. Shimatsu enters with that many +1/+1 counters on it.

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Archetypes
Themes

Cards That Fit Shimatsu the Bloodcloaked

Picked for what they do in Shimatsu the Bloodcloaked's deck. When two cards do the same job, the one with the lower comes first. All of them fit Shimatsu the Bloodcloaked's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Shimatsu the Bloodcloaked does6

The 6 Cards

Rulings for Shimatsu the Bloodcloaked

explain how Shimatsu the Bloodcloaked works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 1 Dec 2004

You sacrifice the permanents before Shimatsu enters, so you can't sacrifice any creatures that enter at the same time it does.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Shimatsu the Bloodcloaked, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRPlayers write colors as letters: R for red.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters page