Manatable
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Combat

Commander Damage Tracking

Per source, per target, and checked against 21 automatically.

Commander Damage Tracking

Every commander in the pod deals its own damage to every player, and 21 from any single one of them is lethal. That is a lot of small numbers to hold in your head, and the one that kills you is usually the one nobody was watching.

Manatable records each commander's damage against each opponent separately and checks the 21 threshold as you go.

The whole grid on a phone screen

A four-player pod with two commanders in play means every commander carries a running total against every opponent. The grid is laid out for a phone screen, so you can see at a glance who is close to dying to whose general.

Commander damage matrix

Partner and background support

Two commanders means two separate damage sources. A partner pair, or a commander with a background, each deals its own commander damage to each opponent, and each gets checked against 21 on its own.

Commander tax

Your commander gets more expensive every time it returns to the command zone. Manatable counts the casts and applies the current +2-per-cast tax for you, per commander, the same way it handles damage. A two-commander deck ends up with two tax counters alongside its two damage counters.

Elimination and seating

Hitting 21 from one commander flags you out through the same life tracking elimination logic that handles 0 life and 10 poison. Who is hitting whom depends on where people sit, so it lines up with seating: on the 5 to 6 player radial layout, tapping an opponent's slice brings up their damage controls right where they are sitting.