At first Kaizard doesn't seem like much of a threat. He's only a grade 2, his effects doesn't even activate until you ride another card on top of him, and his base power is a simple 9k. It's only a 5k boost after all, where's the threat in that? Kagero has a unit that does the same thing and gives a crit. But then it slowly dawns on you that it isn't a 5k boost in just any clan, this is Dimension Police. The clan where added power activates amazing effects for the vanguard.
Kaizard's use is very simple: he allows you to hit hard, fast, and early. His synergy with the grade 3s of this clan is simply fantastic! allowing any power gain based unit to activate its effect immediately.
Strategies and game play:
now this is going to make a lot of players call me insane: you do not want to use this card with break rides. Why? because while the 5k boost will make your break ride unit hit a little harder, his real purpose is to allow you to instantly use those beneficial skills to "unalive" your opponent.
Combo 1: Goyusha Kaizard Custom
Now, to add a little more killing power to your combo, if you have an extra Daibarrett in hand, put it into the soul. suddenly, you are also retiring your opponent's units on hit and your vanguard has a base 19k power. dear god I'm going to have to do a separate card review for this guy.
Combo 1.1 Barrett Combo Custom
Goyusha... is a bad card. Plain and simple. It's a situational effect that destroys your field and hand presence. So why do I like using it with this card? Because turn 2 15k vanguard with 2 criticals and twin drive. You only really want to do this if you're grade locked or you went first. If you're grade locked, it instantly solves your problem and set you up with a dangerous attack that your opponent will have to guard. If you went first, your opponent most likely CAN'T guard the attack, and if they can it will severely weaken their hand. It also means that on turn 3 you may be able to cross ride, making you into defensive wall.
Combo 2: backing up storm
Enigman Storm, possibly 1 of the most dangerous units in Dimension Police. It has the same ability as Super Dimensional Robo Daiyusha but with 1000 more power and a ride chain. The only problem is you won't always get the ride chain. When you don't, Kaizard here makes a suitable back up to allow your vanguard to swing in for 15k 2 critical when you ride to grade 3.
Combo 3: Let it Rain death upon your enemy
Enigman Rain can be considered one of the weakest choices for your main vanguard. It has a low base power, it's effect requires field presence, and it needs to hit to activate along with an increased base power.
Kaizard makes that as easy as 1, 2, 3. Most decks run Break rides now, so being able to quickly on turn 3 with a base 15k vanguard can be devastating, especially if you actually do get the set up done. It can allow you to win before your opponent even knows what hit them sometimes.
Combo 4: Beware the Cyclone
This Combo... will probably never see the light of day. Why? because Enigman Cyclone is very rarely used. If you do use it though, you may get the drop on your opponent. Enigman Cyclone, a laurel, a few rearguards, and suddenly you're attacking for high power multiple times with multiple twin drives on turn 3 while retiring your opponent's field. If it works, you may have just eliminated your opponent's field. If it doesn't, you just cost them quite a bit of guard.
Ways to counteract it:
There is no way to stop this card's effect from happening. No matter what you do, the power gain will be achieved. So when fighting Dimension Police, always carry perfect guards, because you'll need them.
It's effect cannot be stopped.
It has good synergy with the clan.
It allows for turn 3 power combos.
It's easily hit while in vanguard.
It's effect is a 1 time use.
It isn't useful as a vanguard itself, and worthless as a rearguard.
right now there is only 1 variation: the version in Trial Deck 12.
Artwork and aesthetics:
It's artwork is based on the fantastic Braver series, and manages to capture everything the Dimensional Robo subclan is: Concise in its effects but with amazing results.
I would give this card a 7 out of 10. It was exactly the sort of support unit the Dimension Police needed, but I would understand that some people wouldn't want to use it in favor of going for the 4th turn breakride instead.