@The Exeggutor: Er, being able to stop a sweep etc. is a reward, not a risk . . . but I see you've elaborated, so to that I'm gonna say I'm a bit more supporting of Mummy now. Mainly because I like the idea of the reward. Still, IMHO we should explore different types of risks, not similar risks. Mummy and Weak Armour are two sides of the same coin - the risk is getting your ass whopped, with the reward being crippling your opponents or gaining speed boosts respectively. In terms of duality it works, but my concern is this: what is CAP4 to do after it Mummifies its opponent's ability? Once WE is activated your objective is pretty simple: defeat your opponent and then sweep. With Mummy it's much more variable. If the theoretical Salamence is non-choiced you'd switch out, fearing a Fire Blast. Assuming that hazards are up, you switch in, take hazard damage, Mummify, switch out, switch back in later, take hazard damange . . . with SR up it's 50% of your health gone, plus you're attempting to survive a CB Technician Scizor's Bullet Punch on the switch in. Mummy is great for forcing switches and general fun, but now I'm thinking that the reward isn't that great apart from forcing switches. I guess CAP4 could attempt to set up or something . . .
Long live No Guard and Illusion :D