The usual workflow for shape blending (in Maya and other software) is that topology must be the same - this is more than just vert count, but also vert order and genus, you want the correct things to blend to the correct positions. The typical workflow is to take one geometry like a mesh sphere and model both geometry from that sphere without changing the vert count. It wont be easy from torus to Table, they have different topology genus. That table is genus 0, that torus is genus 1.
This donut to coffee mug works well because they are both genus 1 (have one hole)
Typically you should blend things that have the same genus, vert count, and vert order.