>>28064606>If you disagree with the bansThe point of a banlist is that there shouldn't be disagreement as to why something is on it. See: any competitive game with a ban list.
Smegma bans thinks like evasion, despite this being a holdover from an era where there were no proper counters. AND, at the same time, thinking a move like Stealth Rock--something with no counters--is not only perfectly acceptable but outright expected to be on your team, is the prime example of what SHOULD be on a banlist. The criteria for banning things in other games generally falls down to this question: "Is it so overpowered that it would be detrimental to not include it in every list/team?"
Mega Fug falls into this category. The Power 9 from Magic: The Gathering fall into this category. Yu-Gi-Oh bans cards that are considered "staple" or "auto-include" to help promote diversity.
However, evasion, OHKO, and the other garbage "they don't like" should've been unbanned a long time ago because there's more to the metagame than just using this.
>b-but muh luckIt's not luck. It's called "variance", and it is a staple of every competitive game. The truest test of skill is overcoming variance and still winning. Otherwise it's just shitty rote memorization, which is what Smogon has devolved into, making it not only boring to watch, but boring to actually play.
>then git gud and voteWhy? Smegma is a circlejerk for people who want to play a specific way, and the people who don't like those rules simply don't play. Every game, be it a card game or a video game, has groups of people that impose house rules, which is exactly what Smogon is: a set of house rules. Play with it if you want, but don't think for a minute that your house rules have any sort of significance when it comes to determining actual rules for the game.
The only Smegma rule I would agree with is, maybe, the Species Clause. After all, TCGs limit the number of a specific card you can use.