I think I didn’t make myself clear on why Magnet Pull should not be discussed at all last post, and my excuse is that my device was running out of battery.
I never strongly disagreed with any suspect topics before but I will have to do so for this one.
Magnet Pull is inherently a broken ability that involves trapping!
This was never true. This is never true. This will never be true.
I don't know if discussing Gengarite has led you to think trapping itself is broken in any forms of ability, but please please please keep in mind Shadow Tag and Magnet Pull have a difference.
Shadow Tag threatens every non-Ghost types, including but not limited to Zygarde-C, Mega Audino, defensive forms of Chansey, or any other passive 'mons that do not carry Magic Bounce. But Magnet Pull merely traps a single type namely Steel. It doesn't trap anything else. It is just Steel-type. It means the ability becomes useless once you trap a Steel-type and execute it. Gengar can continue to Encore someone into Perish Song, but Magnet Pull user is now unable to do anything significant. Even Tricking someone into choice item is sometimes not successful because of the prevalence of Z-crystals. If you'd say this one-time-use ability is broken all I have left to say is "If the rest of your team is swept without that one Steel-type, I am sorry but something is wrong with your team".
Supporting Duckymomo Senior's argument, if you think forcing Steel-types to carry Shed Shell is another reason Magnet Pull is banworthy, then why were you not talking about banning Spore that globalizes the usage of Safety Goggles?
Magnet Pull is uncompetitive, it is low-risk high-reward!
If we use the wrong logic that couple of us have, OU council will go like "Wow Magnezone's Magnet Pull gets rid of Skarmory / Celesteela / Ferrothorn and leaves all competitive OU team vulnerable to Landorus-T / Kartana / Garchomp / Mega Scizor / Mega Bedrill and the ability can simply trap aforementioned walls without a cost, we must ban this".
Magnet Pull trapping is not easy as you think. You have to sacrifice a moveslot for stuff like MMY and Mega Diancie and carry U-turn or Volt Switch when it can happily run extra coverage move instead in the meta where you can have almost any choice of movepool. If you are reluctant about this, you must do a thing called double switching which can take away your momentum instantly at failure and hint your opponent that you are trying to bait something using your Magnet Pull user. Also even if you trap something, I can only imagine your face when that Registeel uses Prankster Parting Shot.
Also Magnet Pull has literally one viable user: Primal Groudon (Well yeah, I am the one who is writing that Mega Garchomp has a niche of being a Magnet Pull trapper but it is a shit, it is totally outclassed by Primal Groudon, it can't keep itself alive in front of -ates and is tortured by Core Enforcer forever). Primal Groudon has to run V-Create to successfully trap and OHKO a Steel-type. Now this is how Primal Groudon chooses an ability of Magnet Pull when it can run other abilities such as Tinted Lens / Adaptability / Stakeout. Once Magnet Pull Primal Groudon traps and KOes Steel-type, that means that the opponent knows it is Magnet Pull and they can check that Primal Groudon significantly easier than when it is equipped with other abilities. Also Primal Groudon has to risk being taken down by Prankster Destiny Bond which most of Prankster Registeel variants have to reduce their passivity to certain degree.
Without Steel my team dies to everything!
Like I said, if your entirety of defensive core heavily relies in Steel-type, something is wrong with your team. This gen you have anti-priorities (that you meanies love to pair with that friggin Shell Smash) to stop FakeSpeed, perfectly viable Soundproof users such as Slowbro or Zygarde-C to stop Boomburst, countless other viable Prankster users to check setup spams, Aegislash, or Imposter to force out any attacker that relies on its teammate to imposterproof.
How is Magnet Pull the same thing as Shadow Tag? Does it refrain you from using Defog or recovery? Or how is Magnet Pull broken? Is it because it is the way that hard-counters your so-called-defense core that consists of next to nothing added to your Solgaleo or Registeel?
If your team shrinked defense core to have more offense, you risk being more vulnerable to Magnet Pull. Just because Magnet Pull interrupts your 'ideal' teambuilding doesn't mean it is banworthy. I know we haven't been banning some stuff for a while, but please think with logic and experience. Thanks.