May-B1 from Pokémon TCG Pocket Mega Rising is a must-run Supporter for evolution decks, grabbing two Pokémon while recycling hand clutter for steadier Mega and Stage 2 setups.
Everyone's had that one Pocket game where your opening hand is basically Stage 2 bricks and Energy you can't use yet, and you just sit there watching the other player curve out like it's scripted. Since Mega Rising, May-B1 has been the cleanest answer to that problem, especially if you're trying to pilot a Mega Blaziken line without tripping over your own deck. I like that it plays into the tight 20-card format instead of fighting it. And if you're the kind of player who also cares about getting set up fast outside matches—like grabbing what you need without endless waiting—sites like U4GM are often brought up because people use them to pick up game currency or items and get on with actually playing.
What May Actually Fixes
May doesn't feel like the usual "search and discard" stuff from the physical game. It's closer to a hand reset that happens to tutor two Pokémon on the way. That detail matters. You fetch what your line is missing, then you put back the awkward cards that were clogging your turn. The biggest win is when your hand is half good and half dead: Rare Candy sitting there, Mega in hand, but no basic to start the chain. May turns that into a real board, fast. You stop praying for topdecks and start choosing your next two turns.
Deckbuilding Reality Check
You can't just toss May into any list and call it a day. If your deck only runs a tiny Pokémon count, whiffing feels awful because you've burned your Supporter and gained nothing. From my testing, you want enough targets that "two Pokémon" is basically guaranteed, but not so many you dilute your Trainers. Around 10 to 12 Pokémon tends to land right. It also rewards planning: sometimes you grab a basic plus the mid-stage, sometimes you grab a tech plus your missing starter. Either way, the card makes your sequencing cleaner, and Pocket punishes messy sequencing hard.
Matchups and Small Tricks
Against slower or stall-ish lists, May does more than speed you up. It lets you find a specific answer on demand, then hide cards you don't want stuck in hand. That matters into annoying control lines where you're forced to play off a thin bench. People often misplay May by always grabbing the "best" attacker. Don't. A lot of games are won by grabbing the boring piece—your missing Combusken, a one-of tech, or even a backup basic—then shuffling back the clunky late-game card you can't afford to hold.
Why It's Worth the Craft
The 70 Pack Points cost is the kind of price that looks fine until you realise how many games it saves you over a ladder session. Pocket is a speed game. If you're evolving late, you're already behind. May smooths those turns without forcing you to toss away resources you'll want later, and that's why it keeps showing up in serious evolution builds. If you're tuning lists and comparing options, it helps to have a quick reference for staples and tech choices, and that's where browsing Pokemon TCG Pocket Cards can fit naturally into your routine while you figure out what your deck still needs.
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