Counters

Counters and tokens

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

Counters and tokens

Commander decks track very different resources: poison decks, energy decks, experience-counter commanders, rad from a Fallout precon. Manatable doesn't make every player scroll past counters they'll never use. You toggle on only the counters a game needs.

Primary counters, built in

Four counters are built in, each with its own icon and colour so a glance tells you which is which:

  • Poison, lethal at 10
  • Energy
  • Experience
  • Rad

Poison also shows as a badge on a player's seat, so the table can see who is close to a poison kill without opening their panel.

Counters panel

Two custom counters

Not every counter is on that list, so Manatable adds two custom, renameable counters with an icon grid and colour picker. A corrupted-blood-style counter or a niche commander mechanic gets tracked and synced to the whole table like everything else.

Tokens

Manatable also tracks the tallies that pile up in Commander games: Treasure, Food, Clue, Blood, Map, Powerstone, Junk, Shard, and Lander. They appear when you need them and stay hidden otherwise, so a deck that makes no Treasure doesn't get a cluttered panel.

Tokens panel

Persists through the whole game

Whatever counters and tokens you turn on stay with each player through the game and survive a refresh or reconnect, so a dropped connection doesn't cost you your Treasure count. Everything resets when the game ends, ready for the next one.

Counters work with life tracking: poison feeds the same auto-elimination logic that life totals do. If your pod runs planeswalkers, see emblems and The Ring.

MTG Counters & Tokens Tracker | Manatable