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U4GM How to Use Iris B2b to Win More With Haxorus

Started by Scott, Mar 27, 2026, 08:32 AM

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Scott

Iris-B2b is a cheap, clever pickup for Haxorus decks, turning key KOs into extra points and giving Dragon builds a real edge in fast, score-based matches.

Anyone queueing ranked this week has probably felt the pressure of Iris-B2b backed by Haxorus. It's one of those combos that looks narrow on paper, then steals games the second it lines up. If you follow the competitive side of the game, or even keep an eye on market chatter through places like U4GM, you'll notice people are talking less about flashy pulls and more about clean point swings. That's exactly why this Supporter matters. When Haxorus takes out the opponent's Active with attack damage, Iris turns that knockout into an extra point, and in short point-based matches that can flip the whole board state in one attack.

Why the combo actually works

The scary part isn't just the extra point. It's how easy Haxorus makes the setup once you're rolling. Dragon Blade starts at 110, which is already respectable, then climbs all the way to 170 when both benches are packed. That's enough to crack a lot of big targets without needing awkward damage modifiers. Better still, you're not binning Energy every turn, so the pressure stays on. Most players just want to hit Rare Candy on Axew, evolve fast, fill the bench, and hold Iris until the turn that really matters. You only get one Supporter, sure, but Haxorus usually gives you time to plan because 150 HP is no joke in a format this tight.

Cost, pull rates, and what to craft

From a budget angle, this is one of the easier competitive pickups in the format. The card may come from the Mega Shine set's Mega Gengar Pack, but opening it naturally isn't something I'd count on. The hit rate feels rough, and most players know that pain already. Crafting for 70 Pack Points is the safer route by a mile. The base version also trades without any Shinedust cost, which makes testing the deck way less stressful. If you're not the kind of player who needs every flashy full-art variant, there's really no reason to chase the expensive version first. Just get the normal copies and start jamming games.

Where it shines and where it falls apart

Results-wise, the deck has been putting up solid numbers since Mega Shine dropped, and that makes sense when you actually play it. It punishes slower midrange lists and can bully stall if they give you time to build a bench. Mega Slowbro ex is a good example. If they sit there and try to soak damage, Haxorus can simply scale up and punch through. But the deck definitely has weak spots. Fast lists that come online before your Stage 2 line is ready can make the whole hand feel clunky. Bench pressure is another issue. Cards that chip Axew or punish setup turns can leave you stuck with Iris in hand and nothing worth using it on.

How to build and play it cleanly

If you're putting the list together, keep it straightforward: two Haxorus lines, two or three Iris, a proper Rare Candy package, and enough Energy to stay consistent without flooding your hand. A lot of players overbuild this shell and make it worse. Simple support works best. Greninja can smooth draws, while disruption options help force awkward turns from the opponent before you commit your finisher. In actual games, the trick is patience. Don't fire Iris just because you can. Count the benches, map the damage, and make sure the knockout changes the score in your favour. If you're checking upgrades or comparing options for Pokemon TCG Pocket Cards, this package is worth a close look because it's cheap, practical, and still nasty when piloted well.