Oooooooookay, let's look at this
Emperor: These anecdote games don't show anything.
Aren't you using replays as your evidence as well? Sure, I'll grant you they are of higher quality since they come from elite tournament games, but they're still anecdotes regardless.
Shrang: You complained about some irrelevant OU examples that weren't involved in anybody's arguments and were only there because lazy copypasta citations yet you are now drawing a direct parallel to an OU example? Regardless, I've already shown how you can't compare the two when I provided a quick example on how when two teams played, one lost at team preview because of Shadow Tag and detailed how. The fact that you keep saying outplay Shadow Tag shows you have been completely missing the points of the pro-ban arguments. I'm going to try to rehash the pro-ban arguments for extra clarity later on in this post.
Secondly, Shadow Tag is luck based. Team Matchup is pure luck and hoping you get the better dice roll on that is what high level Ubers has degraded to. You've got plenty of examples for that. It may not be the chance generated by the game itself but it's still chance.
Again, you keep making that statement in bold like it's the crux of your argument, but you keep missing the obvious flaw in which you blame what is essentially a team matchup problem on Shadow Tag. Condensed down, it's "OMG look team matchup makes the game uncompetitive, to fix it, we must ban Shadow Tag!" I hope you'll eventually realise how stupid that really sounds. Again, I acknowledge what you say that Shadow Tag makes things worse and (to an extent) takes away choice from the player since it stops switching, but your argument still recognises that team matchup is the core problem, and as a remedy, your answer is to ban... Shadow Tag. Right.
I find it a bit hard to believe that both you and Fireburn both take that tennis post so damn literally. Just because I made references to OU and professional tennis does not mean I'm using OU and tennis to outline specific metagame-related things. If you read the post carefully, you'd see that it was about the defeatist mentality with respect to team matchup and Shadow Tag that is a theme in your arguments. Team matchup is not just a luck of the draw thing either, it's as much educated guesswork (what you should bring into a tournament match to counterteam depends on observation of your opponent), as well as a psychological thing that you have to overcome if you're not going to fall into the defeatist attitude. You always assume that if you have a poor team matchup and Shadow Tag, that you're guaranteed to lose. Like I said, this is a gross oversimplication at best and hyperbole at worst. Look, I know this is your experience of what you you've seen in your games and a lot of other people and I respect that, but just because you haven't seen contrary evidence doesn't mean you can make such an absolutist argument. I'll just quote my refutal to Fireburn here:
Shadow Tag, on the other hand, still requires you to outplay your opponent. This is also not to mention the fact that Shadow Tag isn't even a 100% success rate thing either. Gengar can't run Taunt/Shadow Ball/HP Fire/Focus Miss/Destiny Bond/Perish Song all the same set, so there will be things you can't trap and things you can. There's also the question of getting Gengar in safely (I've seen shit like Dark Pulse Grassceus from Orch), Mega Evolving, or even predicting between Taunt/Destiny Bond (eg will Ekiller set up SD again while you DBond, or will it kill you with Shadow Claw as you Taunt it). Even then, removing that counter isn't the be all and end all in bring out your GeoXern or Ekiller or whatever to sweep. You opponent can still stop that sweeper from setting up, killing it outright while you're doing so, setting up their own sweep while you're trying to find switch-ins, and the whole issue of secondary checks. You're hopelessly oversimplifying the whole thing if you think Shadow Tag is the one silver bullet that would fix anything.
So, you can't just say that Shadow Tag trapping your counters to another sweeper is either guaranteed in and of itself AND that just because you've trapped and killed that counter, you're guaranteed to win after that (which is not). On top of that, your opponent could execute the exact same strategy against you in the first place. You're implying that the whole game is just boiled down to trap you counter, win, when the game is so much more sophisticated than that. You might think I'm discounting your arguments because I'm stubborn, but when you ignore so many other factors and having so many gaping holes in your argument, can you really blame me for being skeptical?
To illustrate how silly it is to be looking at Ubers so superficially, I'm going to use the Jibaku Thought Experiment.
Suspend reality for a second and imagine Game Freak made a Pokemon who only had one ability. Imagine that, that ability made it to where if the opposing team had any Pokemon Smogon considered Uber, you automatically won the game. The Pokemon itself didn't have anything particularly broken about it for the OU metagame so it was never banned to Ubers, either.
What would you do? Would you ban the ability and thus a Pokemon?
The whole point of this thought experiment is to examine what you truly hold as the fundamental principle of the Ubers metagame. Would you ban the Pokemon so that there was an actual competitive metagame that people could enjoy? Or would you stick to the don't-ban-any-Pokemon philosophy and leave Ubers to becoming OU (and likely to be removed from tournament play)? Or would you justify the no ban because the Pokemon's ability isn't luck based?
And you're mocking me for my examples and analogies. There's a reason that what you've highlighted is a thought experiment, and it's not because GF hasn't made it and probably never will. It's more of the fact that you've pulled out a paradox that itself cannot be solved. For more background on why that thought experiment doesn't work, check out
http://en.wikipedia.org/wiki/Irresistible_force_paradox. It's not exactly the same as what is outlined, but if such a thing existed, you'd have to remember that both players get access to it. So, who wins? You'd have to look at that to base your decision to ban or not ban. If they cancelled each other out, then it would just be Ubers 5v5 and completely balanced and I wouldn't ban it. If there was some mechanic that was skill-based in sorting who won, then I wouldn't ban it either. If it came down to coin flip like a speed tie, then yes, I would ban it. Don't ask what you think is a rhetorical question when it's actually not.
It takes skill to use Tag - It takes skill to use Moody if you switch it out after getting boosts or, more realistically, don't know how to start SubProtect cycles. It takes skill to use OHKO if you try using it on a mon that outspeeds and OHKOs you. It takes skill to use sleep if you click sleep on a mon that's already sleeping over and over. So on so forth. Point is, you can't use the argument that you can play sub optimally to say that an element is skill based. Surprise shit can fuck you over if you tried abusing any other currently claused element as well. This isn't even really addressing the core issue with Shadow Tag because it's not about Shadow Tag being a "win button".
Pit two people with Shadow Tag together and you get whoever is better wins. Sure, the person with a favourable matchup has a significantly better chance of winning, but like I've illustrated above, you're oversimplifying it if you think he's going to win 100% of the time. On the other hand, pit two people Moody together and you get whoever gets important boosts wins (or whoever wins a speed-tie with Taunt Glaile). Sure your luck can turn around, but the end result is that the match is purely luck based.
What is fundamentally wrong with Shadow Tag, what makes it unbearable in a competitive metagame, is that Shadow Tag removes the power of choice from the player by removing his/her ability to switch, the tool of skill and depth in this game, when it traps a Pokemon. There is no arguing this point. There is no pro-skill button that you can press to get out of these situations. You can only hope you don't run into it. That fact alone would be grounds for banning it.
At least it would be if this were OU. As demonstrated by Evasion Clause testing, philosophy alone is not enough to ban an element from Ubers. There needs to be a practical application of this broken element that shows it does have an actual, realistic impact on the metagame. That's where the earlier 6 facts come in. That's also why we aren't starting with a Shadow Tag suspect test. Until this test, it was widely considered that only Gengar had that actual, realistic impact on the metagame. That opinion seems to have changed now, which will set us up nicely for step two and shows that this two-step process was a good idea.
I know you've made the "removal of choice" argument a lot, so let me address this. Sure, Shadow Tag removes your choice to switch at that given point (well technically not all choice, but I'm not going to go into Shed Shell and shit). However, to say it removes choice away completely is again, simplifying the entire game to one moment. Sure, you've removed what people can do in one (or more) matchup in the game. However, they still retain freedom of choice in the rest of the game. I mean if we had 6 viable Shadow Taggers that can make a viable team, then I'd agree with you that you can take away freedom to switch for the entire team unless you run a team of Ghosts or Shadow Taggers or (Shed Shell users or U-turn users of your own). Even THEN, just because you've trapped something Gengar doesn't mean you've removed ALL choice from the player. There are many situations where you'd have to predict where Gengar would Taunt or Destiny Bond, for example. Sure, it's a 50/50, but in the end, it is your choice which move you think your opponent is going to use. It is nothing different to when you have your Kyogre out against your opponent's Scarf Zekrom, and you have the choice to go to Lando-T or Xerneas. As your other question of whether this has caused enough of an impact on the metagame, I'm not convinced by the rest of your arguments or by my experience that it has.
It's why I was called boring when I trapped some poor kid's Chansey with Gothitelle. Those insults were an expression of the powerlessness of the player and the lack of enjoyment as a result. We play this game to enjoy ourselves.
And I've been called a hacker because I've destroyed other poor kids with animal teams, Double Drought, Hydro spam and other nonsense teams. Yes, I know most of those are ladder nubs (although I have beaten quite a lot of decent players with all of those things), but please leave the emotive connotations out of this.