Conditions Allow - Shimatsu the Bloodcloaked

by
Ben Doolittle
Ben Doolittle
Conditions Allow - Shimatsu the Bloodcloaked
(Shimatsu the BloodcloakedShimatsu the Bloodcloaked | Art by Dave Allsop)

Wreathed in Shadow and Blood

Greetings, dear readers, and welcome back to Conditions Allow. In this series, I look at legendary creatures that come with a drawback which I then turn into a strength. This week I’m diving back into the turbulent seas of mono-red. I know I wrote about Jaya Ballard, Task Mage just a few weeks ago, but this next deck is too much fun to leave alone. I promise I’ll get back into multi-color legends soon. For now, though, let’s talk about Shimatsu the BloodcloakedShimatsu the Bloodcloaked.

Shimatsu the Bloodcloaked

Shimatsu the BloodcloakedShimatsu the Bloodcloaked is a four-mana Demon Spirit. As Shimatsu comes into play, you may sacrifice any number of permanents, and Shimatsu comes into play with that many +1/+1 counters on it. Notice the strategic use of the word 'permanent' here. This particular Demon demands sacrifice, but not necessarily creature sacrifice. Looking at EDHREC, Shimatsu has ten decks, and most seem to be focused around ThreatenThreaten effects. 

This makes a lot of sense: sacrificing other players' permanents sounds a lot better than sacrificing our own. But I do think we can do better than spells that only steal a single creature. Shimatsu cares about the quantity, not quality, of his sacrifices. InsurrectionInsurrection and Mob RuleMob Rule let us steal multiple creatures at once, effectively turning one card from your hand into several creatures on the field. This is really important, especially since red can struggle to maintain card advantage. Thus, I was shocked to find out that the card that can steal the most permanents isn’t even on Shimatsu the BloodcloakedShimatsu the Bloodcloaked’s EDHREC page.


Trickery and Thievery

Treasure Nabber
Mycosynth Lattice
Dockside Extortionist

Treasure NabberTreasure Nabber has the potential to grab every mana-producing artifact on the table. Depending on your meta, this can seem hit or miss, but we have ways to make sure everyone has to tap artifacts for mana. There are a lot of tricks you can play with Mycosynth LatticeMycosynth Lattice, and this is probably one of the more tame ones, but War's TollWar's Toll compounds this effect, often granting us control of all the lands played by each player on our turn. Until, of course, you sacrifice all of your opponents’ lands to fuel a huge Shimatsu. This does stray directly into the territory of land destruction, which not all folks are agreeable to... but at the same time, come on, we're playing Shimatsu. The major upside over most other forms of land destruction is that Shimatsu is very problematic for entirely defenseless opponents.

Insurrection
Mob Rule

Of course, to truly make our opponents defenseless, we're going to want to get rid of their creatures, too. Taking a page from the book of the Shimatsu decks on EDHREC, we're going to include a couple of ways to steal creatures. ThreatenThreaten isn't quite efficient enough, however; we want more, and InsurrectionInsurrection gives us more. In fact, it gives us everything, every creature our opponents control. Mob RuleMob Rule does something similar. Depending on the mode you choose, it will either grant control of all the small or large creatures on the table, making it particularly good against other tribal decks. These spells, and creatures like Captivating CrewCaptivating Crew, are especially important because they let us pick up sacrifice fodder from our opponents. This turns Shimatsu's downside into a powerful removal effect.

Goblin Welder
Goblin Engineer
Daretti, Scrap Savant

So far we're building pretty heavily around Mycosynth LatticeMycosynth Lattice. Finding the artifact can be difficult, but keeping it around is often much harder, especially after you steal all of someone's lands with Treasure NabberTreasure Nabber. To keep the Lattice around, we can make use of Goblin EngineerGoblin Engineer and Goblin WelderGoblin Welder. If you feel you want more redundancy here, you can also include Daretti, Scrap SavantDaretti, Scrap Savant. I'm going to leave the planeswalker out to make room for a little protection for our Goblins themselves.

Lightning Greaves
Swiftfoot Boots

Lightning GreavesLightning Greaves and Swiftfoot BootsSwiftfoot Boots play an important role for Shimatsu: not only do they help keep his most productive servants safe against Path to ExilePath to Exile, they let the Demon himself swing in for big damage as soon as he enters play. Any Voltron deck that has any hope of winning has to sufficiently protect the commander. I'm not going any deeper on haste, however, because this deck isn't purely Voltron: because of Shimatsu the BloodcloakedShimatsu the Bloodcloaked's ability, this deck can switch between a go-wide token strategy and a Voltron strategy at a moment's notice. We've already mentioned two Goblins that help us create or gain control of a lot of permanents, so let's see how deep the rabbit hole goes.


Goblins and Goblins and Goblins, Oh My

Krenko, Mob Boss
Krenko, Tin Street Kingpin
Kindred Charge

When thinking about Goblin tokens, most people think first of Krenko, Mob BossKrenko, Mob Boss, and not without reason. Krenko will double the number of Goblins on the field every turn. As a commander, he's often paired with infinite combos or just plain ol' aggro that will quickly bring games to an end. Even on his own, this mob boss is a creature to be respected. His more modern iteration is nearly as scary: more focused around combat than combos, Krenko, Tin Street KingpinKrenko, Tin Street Kingpin is still very capable of generating a large army all on his own. Once you have that army, Kindred ChargeKindred Charge will quickly double its ranks. Those tokens will vanish at the end of the turn, but that doesn't matter if you immortalize their power within Shimatsu the BloodcloakedShimatsu the Bloodcloaked.

Goblin Matron
Goblin Recruiter
Goblin Ringleader

Goblins don't just have numbers on their side, they are also a highly synergistic tribe. Goblin MatronGoblin Matron helps find any Goblin card we need and put it into our hand, while Goblin RecruiterGoblin Recruiter stacks the top of our deck, ensuring we have a string of powerful draws or setting up a Goblin RingleaderGoblin Ringleader for the following turn. Most other Goblins, like Beetleback ChiefBeetleback Chief and Goblin InstigatorGoblin Instigator, simply help create more Goblins. However, with the right support, this can quickly get out of hand.


Blood for the Blood Cloak

Burn at the Stake
Pashalik Mons
Fling

We're making tokens with the intent to sacrifice them to Shimatsu the BloodcloakedShimatsu the Bloodcloaked, but that doesn't mean that that's all they're good for. Enough Goblins are a threat all on their own, and both Kyren NegotiationsKyren Negotiations and Goblin War StrikeGoblin War Strike both effectively make our 1/1 tokens unblockable. Pashalik MonsPashalik Mons and Boggart ShenanigansBoggart Shenanigans let the tokens hit again when we sacrifice them to our commander. Finally, FlingFling lets us throw around another chunk of damage after Shimatsu attacks.

These cards give us the potential to deal a ton of damage in a single turn, depending on how many Goblin tokens our opponents let us accumulate. The only problem is that casting all these spells in sequence can be very expensive. Luckily, red is actually pretty good at creating a lot of mana, at least temporarily.

Battle Hymn
Brightstone Ritual
Bonus Round

Battle HymnBattle Hymn and Brightstone RitualBrightstone Ritual both have the potential to make truly ridiculous amounts of mana with the number of tokens this deck can create. The other red rituals, like Pyretic RitualPyretic Ritual, can also net us a fair amount of mana, especially in conjunction with effects that copy spells. Bonus RoundBonus Round works for a whole turn, while Primal AmuletPrimal Amulet and Pyromancer's GogglesPyromancer's Goggles can both copy a single spell.

Pyromancer's Goggles
Primal Amulet

Even without the rituals, these spell doublers are worthy inclusions. They give us four Goblins from Krenko's CommandKrenko's Command and extra cards from Tormenting VoiceTormenting Voice and our other draw spells. Most imporantly, however, they double the effects of Burn at the StakeBurn at the Stake and Goblin War PartyGoblin War Party. This makes it even easier for all of our damage effects to actually finish out the game.

It is tempting to fit in damage doubling effects, or the new Torbran, Thane of Red FellTorbran, Thane of Red Fell, but it is probably smarter to include Chaos WarpChaos Warp, SkullclampSkullclamp, and GambleGamble to round out the deck.


Shimatsu the Bloodcloaked

View on Archidekt

Commander (1)

Creatures (19)

Artifacts (16)

Enchantments (5)

Sorceries (17)

Instants (6)

Lands (36)

Shimatsu the Bloodcloaked

This is a really fun deck with a lot of flexibility. It isn't easy to win with just the Goblin tokens since we don't have any ways to boost their power. To compensate, we have plenty of ways to turn the Goblins themselves into damage. Burn at the StakeBurn at the Stake can deal truly massive amounts of damage, as can Goblin War StrikeGoblin War Strike. The sheer number of tokens, combined with the power of Treasure NabberTreasure Nabber, also makes Shimatsu the BloodcloakedShimatsu the Bloodcloaked a real threat. If you play in a meta that wants a little more speed, there is room here to lean more into the Voltron plan as well. Blood MistBlood Mist and Temur Battle RageTemur Battle Rage are both worthy additions if that is your plan, alongside more haste enablers.

However you might choose to alter this decklist, I hope you enjoyed the adventure! Let me know of any cards I missed, or your favorite way to play a deck focused around theft effects. Until next time, thanks for reading.

Ben Doolittle

Ben was introduced to Magic during Seventh Edition and has played on and off ever since. A Simic mage at heart, he loves being given a problem to solve. When not shuffling cards, Ben can be found lost in a book or skiing in the mountains of Vermont.

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