voted to ban deoxys-d for several reasons which i'll detail below:
first, deo-d has the best overall defensive bulk of any hazard layer. this makes it much more difficult to take down than pokemon like forretress and ferrothorn, as well as more offensive rocks users such as terrakion and garchomp. the fact that even cb scizor's u-turn isn't a ohko makes me believe that the thing's just too bulky to stay ou.
second, deo-d is way too versatile of a hazard setter to stay ou. when you look at other common hazard layers, for example, forretress or ferrothorn, these pokemon are essentially one-trick ponies, whereas deo-d can run basically any set to neutralize particular checks. forry and ferro aren't especially hard to predict, and neither is lead sr terrakion, all these pokemon basically run variations on the same set and they can't get past their reliable counters (i.e. taunt/sr/se/cc terrak isn't getting past tenta in rain). however, deo-d is uncounterable because nothing is safe from its versatility of moveset. forretress isn't safe because of hp fire. tentacruel falls to psycho boost. starmie loses to thunderbolt. faster taunt users can be neutralized by magic coat or taunt + mental herb. tyranitar can get donked by superpower. even xatu/espeon can have their ability used against them via skill swap. this makes deo-d completely unpredictable and extremely hard to play against until you know its set, there's no safe switch-in.
finally, deo-d gets hazards up so easily that it makes ou battles mindless clicking of buttons. this decreases the competitive aspect of pokemon, which in my mind is what this game is all about. when you send out deo-d turn 1, 90% of the time you're just going to click sr, click spikes, maybe click an alternate move that you have on your particular set, and then die. it's so pathetically easy to utilize and take advantage of its massive defensive stats and cavernous movepool that it removes a lot of the skill element from the game. instead of having actual competition, all you're doing when playing against deo-d is trying to guess its moveset and then figure out what a safe switch in would be based on that moveset. it's an issue for offensive teams, but a flat out catastrophe for stall, since it's especially hard to take down deo-d before it gets a ton of hazards up when none of your pokemon are meant to have an offensive presence in the match. i recently played an spl game against shakeitup where i brought sand stall and he had deo-d offense. there was basically nothing i could do against his deo-d, so it ended up getting three layers of hazards before i finally killed it off, basically hindering me for the rest of the match and causing my eventual demise. stall as a playstyle is made practically useless by the presence of deo-d.
so yeah, that's why i vote ban. i can understand the arguments for both sides, but the ban arguments definitely make a lot more sense to me. i get that it can't cover all its checks with only one set, but the fact that it can potentially beat any one of its supposed checks with a particular move or combination of moves is enough for me to see, in conjunction with its bulk and unpredictability, why it needs to go.
also yeah 7th suspect vote! one more and my badge turns grey