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U4GM Why May B1 268 Is Worth Farming in Mega Rising

Делимся всем полезным, найденным в Инете. И не только.

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Сообщение Santiago » 13.03.2026, 11:18 »

U4GM Why May B1 268 Is Worth Farming in Mega Rising

May B1#268 is a cheap, smart pickup in Pokémon TCG Pocket, found in Mega Blaziken packs and perfect for evolving decks thanks to its handy draw-and-cycle effect.

If you've spent any time in Mega Rising, you've probably felt the same pain every Stage 2 player runs into. Your hand clogs up, your evolution line comes apart, and the one card you need stays buried. That's why May B1#268 has become such a wanted pull. A lot of players are treating her like a glue card for slower decks, and honestly, they're not wrong. She gives you two random Pokémon from the deck, then lets you cycle one Pokémon from your hand back for each one added, which makes awkward opening hands way less punishing. While people track cards, packs, and account progress through community tools and marketplaces like U4GM, May herself stands out because she fixes a problem nearly every evolution deck has.

Why players are chasing her

What makes May so useful isn't just the draw effect on paper. It's the way she smooths turns that would otherwise feel dead. You open with the wrong Basic, or you draw a Stage 2 too early, and suddenly your whole plan slows down. May helps clean that up without asking for fancy setup. In Mega Blaziken ex decks, she feels especially good because that list really wants to hit its pieces in the right order. But it's not only a Fire card thing. Any build trying to reach a Stage 2 line faster can get value from her. You'll notice pretty quickly that she's less about flashy plays and more about keeping your deck from tripping over itself.

Best way to pull May without wasting packs

If you're farming specifically for May, stick to the Mega Blaziken sub-pack and stay disciplined about it. Don't spread your pulls across the whole expansion and hope for the best. That usually ends badly. She's not the sort of card you should expect to see often in early pack slots either, so bulk openings make more sense than chasing her one card at a time. Four-card and five-card boosters give you the better shot, plain and simple. Event windows matter too. During Mega Rising Emblem-style events, mission rewards and boosted pack activity can save you a lot of trouble. Wonder Picks are also worth checking whenever the sub-pack is featured, since that's one of the few times opportunistic grabbing actually feels efficient.

Crafting is probably the smart move

Here's the part that makes the hunt less stressful: May is cheap to craft. At only 70 Pack Points, she's nowhere near the painful cost bracket that premium chase cards usually sit in. So if your pulls go cold, you're not stuck. You can just make the copies you need and move on. For most players, that's the better call than endlessly ripping packs for one Supporter. If you happen to open extras, trading is easy on this one too, since she doesn't ask for Shinedust. That makes her one of those rare cards that feels premium in play but still accessible in practice, which is probably why so many people rate her as one of the safest pickups in the set.

Where she fits in the current meta

Right now, May is at her best in lists that hate uneven hands and slow openings. Mega Blaziken ex gets the most attention, sure, but she also helps any deck that needs to hit a Basic first and then climb cleanly into its evolution line. If your goal is to build a reliable setup card pool, she's hard to ignore. Focus your farming on the correct sub-pack, use crafting instead of forcing bad luck, and treat event rewards as a bonus rather than your only plan. A lot of players doing long-term deck prep also keep an eye on Pokemon TCG Pocket Accounts so they can compare progress and collection routes, and that same practical mindset applies here: get May the efficient way, then spend the rest of your packs on cards that are actually harder to replace.

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Santiago
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