>>46521423You still don't understand why it's bad so let me spell it out. Shedinja's whole point on a team that even brings it in the first place is to wall specific offensive threats that are hard to deal with otherwise. In gen 7 OU for example it had a niche on some specific stall builds to wall shit that was hard for other defensive Pokemon to deal with like Manaphy, choiced Lele not locked into HP Fire, Mega Lopunny, Koko, Magearna without HP Fire etc.
See this team for example:
https://www.smogon.com/forums/threads/reborn-shedinja-stall-peaked-1-2-and-3.3642866/Since these defensive builds are so good at hazard control they can actually afford to run Safety Goggles Shedinja which means it's not deadweight in sand or even hail matchups.
Now let me get to a theoretical Magic Guard Shedinja. It would accomplish nothing on any serious build because Shedinja's whole niche is derived from the fact that it can wall certain offensive threats simply by existing which is why it's also only really seriously used on these kind of defensive builds in the first place. With Magic Guard you're completely taking away its main point. Now you're left with a Pokemon that simply faints to any attack ever unless it's Normal or Fighting type.
>but the opponent doesn't know I have Magic Guard for sure, he could think it's Wonder GuardYeah but the thing is in an actual meta where Shedinja had both of these abilities people would obviously scout if you truly have Wonder Guard or if you're just bluffing it. If someone has Koko out against your team with a Shedinja he can simply click U-Turn. If your'e hesitant to switch in your Shedinja that's already pretty telling. And if you do switch it in it just instantly dies to U-Turn. There is no fucking point to Magic Guard Shedinja because it can't do the one thing it's actually useful for: Walling certain Pokemon