Quote from Evil Never Dies »It might be better just to combine Commander damage from partners into a single player rather than track separate commander damage for each partner.
In multiplayer, it would still be a mess to track. Imagine in a 4 player edh each player tracking in paper 3 different sources of commander damages (or even 4 if anybody commander is stealed) that most of the time wont even matter, really isnt worth to do it. Voltron strategies are really a minority and works really only in 1vs1, since in multi, everything is more dispersive. Also, when somebody wanna actually make somehow relevant and successful the commander damages in a multiplayer, it either is one-shotting out from nowhere or just spiteful pick on against the same player, which totally a feel-bad and antisocial experience that just bring misery and grudges on the game. In my playgroup is since 2011 that we ignore that rule, and honestly, never missed again, thats why I can understand perfectly why WotC don't want to ever make a "commander damage matter" a thing in card texts, because is clunky, unelegant, memory issues and don't lead to good gameplay experience in general.
notepads work really great for tracking commander damage.
like, even if it were lumped together you just slap down on the pad something like Player 4: akiri/tymna. then just start ticking damage, even if its stolen whenever you're wacked you just tally it right there. no fuss.
i do agree with voltron being very antisocial and causing feels bad moments as well as grudges, but i also think its very necessary to make certain commanders viable at all. to get rid of it just invites the format to be a degenerate combo mess. i mean it already is, but at least sometimes you eat a skythrix to the face. it gives aggro an edge it otherwise wouldn't have, it doesn't necessarily make it viable but it keeps some commanders at least playable.
personally i wouldn't mind seeing them explore commander damage mechanics more. that said they'd also probably break it.