Must be Fusion Summoned using any 5 "Neos", "Neo Space", "Neo-Spacian", or "HERO" monsters, including at least 1 "Neos" or "Neo Space" monster, 1 "Neo-Spacian" monster, and 1 "HERO" monster, and cannot be Special Summoned by other ways. Once per turn: You can banish 1 "Neos", "Neo Space", "Neo-Spacian", or "HERO" monster from your Graveyard; this card gains 500 ATK, and until the End Phase it also gains the banished monster's effects.
Must be Fusion Summoned and cannot be Special Summoned by other ways. While face-up on the field, this card is also WIND, WATER, FIRE, and EARTH-Attribute. When this card is Fusion Summoned: Shuffle all banished cards into the Deck(s). This card gains 300 ATK for each monster your opponent controls that shares an Attribute with this card.
3 "Elemental HERO" monsters Must be Fusion Summoned and cannot be Special Summoned by other ways. Once per turn, when this card is targeted for an attack: You can make this card's ATK become double its current ATK until the end of the Damage Step. At the end of the Battle Phase, if this card battled: You can target 1 monster on the field; destroy it. When this card is destroyed by battle or card effect: You can target 1 Level 8 or lower "Elemental HERO" Fusion Monster in your Graveyard; Special Summon it, ignoring its Summoning conditions.
Activate only when a face-up "Neos" Fusion Monster you control is destroyed. Special Summon 1 "Elemental Hero Neos" from your Deck in Attack Position. It gains 1000 ATK and is destroyed during the End Phase of this turn.
Restart is a terrible ability with a Dark Paladin deck. Balance is far better here.
Given that you're dueling a deck *loaded* with spells, sacrificing a draw is about the worst thing you can do. On turn one, if you get Dark Paladin out, you're literally looking at one counter, and that's all. He'll often have more than that in his hand.
Overall, just... not great. And I kind of have to wonder what they were thinking.
I don't think Balance is really the answer, either, you really don't want to be running Traps.
You're best off just building the deck as consistently as possible and using something like Draw Sense: Water in case you didn't get a turn 1 Paladin. His Turn 1's were usually pretty mediocre anyway unless he opened Prisma + Oversoul.
This event wasn't too bad, the only real problem is that while the event is fun the cards provided are basically useless (divine neos is straight up inferior to shining flare wingman and trinity (flare wingman you get in the tag duel event at the same time so you go do that) and trinity is from the structure deck, Then there the elephant in the room of masked heroes. Seriously the cards are outright useless except as gem converts as the archtype sucks so Bad!)
Now let's be honest here. No one is going to bother making a deck with this when Masked Heroes is a think. Maybe if Konami wasn't so stupid in releasing Masked Heroes early this would've been relevant.
The breakdown, if you're interested. This was also a recommended farm deck for this event accdg to DUELLINKSMETA (alongside a p2p Silent/Spellbook deck).
Chaotic - Fusion Sage
Crimson Kingdom - Dark Paladin, B-Blader, Emblem of Dragon
Generation Next - King of the Swamp, Fusion Recycling Plant
Valiant Souls - Fusion Reserve
Dawn of Destiny - Dark Hex, Dark Flare Knight
Resonance - Red-Eyes Slash