Is there a "standard" for noting damage dealt to creatures that hasn't killed them (e.g. from something like Earthquake or Hurricane) so that in the following combat phase it is more readily apparent how much more damage affected creatures can take before being killed? Do they using something akin to damage counters in tournaments or do players just do the calculations in their heads?
I've never encountered anyone trying to track marked damage on creatures. Since that is cleared away in the cleanup step anyway, or even earlier in case of regeneration and totem armor, so only affects the currect turn. No one I know so far had any problems with tracking the damage through the turn in their heads. after all, it's most often a matter of just adding one past value to what is about to be dealt.
I often play Doran, the Siege Tower commander, and thus wind up with situations where creatures have very high toughnesses but can still theoretically be destroyed by damage, and also there are sources from multiple other players dealing damage to my creatures over a turn. In this instance I've written down names and amounts on the rare occasions where it was too much to keep track of in my head, but otherwise just remembering marked damage has always been sufficient in every other game I've played.
Feel free to add in any component you think will improve the game. Storm counters, Prowess counters, etc are common examples of this.
In my Mairsil the Pretender deck, I have a custom "Caged" card to indicate which cards are in that status. For Pauper decks with Sprout Swarm, I find it best to use two cards pushed together with 4 pools on them..."Untapped, Summoning Sickness" - "Tapped, Summoning Sickness" - "Untapped, No Summoning sickness" - "Tapped, No Summoning Sickness"...and push some green wood cubes salvaged from board game components between those states.
Feel free to bring some red dice distinct from your other counter trackers to serve as damage reminders when the board state is really complex.
The moment you place something as a "reminder" you have to distinquish them from actual counters and you are responsible for them to be correct / otherwise you misrepresent the gamestate and thats a problem.
As long as stuff is done in each players head, they can do mistakes or miss triggers or simply miss that the creature has damage and so block different.
However, if you play the game for a reasonable amount of time, keeping track of damage for a turn is in the vast majority of time a pretty trivial thing, as more often than not stuff just dies right away from damage or it dies from a removal at the end of turn.
So outside of the digital game, in which tracking damage is just simplistic to do and the game itself keeps track of it, in the physical card game someone would have to do that job, and thats much more hassle than its worth, as it simply never really matters in the vast majority of time and you would just have to move around "temporary" damage reminders just to remove them immediately after without doing anything relevant.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
In my Mairsil the Pretender deck, I have a custom "Caged" card to indicate which cards are in that status. For Pauper decks with Sprout Swarm, I find it best to use two cards pushed together with 4 pools on them..."Untapped, Summoning Sickness" - "Tapped, Summoning Sickness" - "Untapped, No Summoning sickness" - "Tapped, No Summoning Sickness"...and push some green wood cubes salvaged from board game components between those states.
Feel free to bring some red dice distinct from your other counter trackers to serve as damage reminders when the board state is really complex.
Corrupt Control B | Burn R | UG Turbofog UG | White Weenie W | GW Tethmos WG | BG Cycling Combo BG
Enchantress GBW | Colorless Tron C | Red Deck Wins R | UG Madness UG | Mono-G Tron G | UR Puzzlehorns UR
Rhystic Tron WU| WU Prowess WU | BR Reanimator BR | Mono-R Control R | Stompy G | Temur Tron URG
Mardu Infinite Priest WBR | 85-Card Dredge BRG | Elves GU | Boros Bully RW | Jeskai Familiars RWU
As long as stuff is done in each players head, they can do mistakes or miss triggers or simply miss that the creature has damage and so block different.
However, if you play the game for a reasonable amount of time, keeping track of damage for a turn is in the vast majority of time a pretty trivial thing, as more often than not stuff just dies right away from damage or it dies from a removal at the end of turn.
So outside of the digital game, in which tracking damage is just simplistic to do and the game itself keeps track of it, in the physical card game someone would have to do that job, and thats much more hassle than its worth, as it simply never really matters in the vast majority of time and you would just have to move around "temporary" damage reminders just to remove them immediately after without doing anything relevant.
WUBRG#BlackLotusMatterWUBRG
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