Counters and tokens
Poison, energy, experience, rad, and tokens, shown only when you need them.

Commander decks track wildly different resources. A poison deck, an energy deck, an experience-counter commander, and a Fallout precon handing out rad counters have almost nothing in common. You turn on the counters your game needs and leave the rest off.
Primary counters, built in
Four counters ship with every game, each with its own icon and colour:
- Poison, lethal at 10
- Energy
- Experience
- Rad
Poison also shows as a badge on a player's seat, so everyone can see a poison kill coming before it lands.

Two custom counters
That list will never cover everything, so there are two custom counters you can rename yourself, with an icon grid and a colour picker. Corrupted blood, a niche commander mechanic, whatever your deck is doing: it gets tracked and synced to the whole table like everything else.
Tokens
Manatable also keeps the tallies that pile up over a long game: Treasure, Food, Clue, Blood, Map, Powerstone, Junk, Shard, and Lander. They appear when you use them and stay hidden when you don't, so a deck that makes zero Treasure gets a clean panel.

Persists through the whole game
Whatever you turn on stays with each player for the rest of the game and survives a refresh or a reconnect. A dropped connection will not cost you your Treasure count. Everything resets when the game ends, ready for the next one.
Counters and elimination
Poison feeds the same auto-elimination logic that life totals do, over in life tracking. If your pod runs planeswalkers, emblems and The Ring covers those separately.