Talk:Dragon Knight, Rudel/@comment-4167259-20140312054256

Going first with this in your opening hand could potentially give you the win on your second turn:

On your first turn, you charge and draw (3 gauge). Call Rudel (2 gauge), use the ability, deal 2 (opponent at 8), equip Dragoknuckle, attack (opponent at 6), charge (3 gauge). Survive your opponent's next turn (use Shields).

On your second turn, you charge and draw (4 gauge). Call Rudel (3 gauge), attack and clear the center (best with Knight Energy in hand or link attack with a Size 1), attack with Dragoknuckle (opponent at 4), charge (4 gauge), move to Final Phase and cast Gargantua Punisher for the finish.

There can be different variations of this play, but Grimoire really helps in cycling through the deck once Rudel empties your hand and getting the necessary pieces. This sequence really just needs three cards to work: Rudel, Dragoknuckle, Gargantua, which won't always happen, but it is likely to happen in a couple of games; again, Grimoire really helps in this regard. The rest can be any combination of Size 1 monsters and spells.