Elemental HERO Butterfly Breeze WIND/Warrior 1300 / 800
When this card is Normal or Special Summoned: You can add a “Fusion” Spell/Trap card that lists the term “HERO” in its card text from your Deck or GY to your hand. You can Tribute this card from your hand or field and target a HERO Fusion monster in your GY that had been correctly summoned from the Extra Deck earlier in the Duel; Special Summon it, ignoring its Summoning conditions. You can only activate one effect of “Elemental HERO Butterfly Breeze” per turn, and only once per turn.
[Note: We need a new WIND HERO so bad with Stratos still gone, as well as a Hero Fusion searcher and a HERO specific Monster Reborn. Why not combine them all in one? Named because a Butterfly Breeze can turn into a Great Tornado]
Dramatic Arrival Normal
(This card is always treated as a “Fusion” card.)
If only the opponent controls a monster; Fusion Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck that specifically lists its Fusion Materials using monsters from your hand or Deck as Fusion Material. You can reveal this card in your hand and target a HERO monster you control; return it to the hand, also this turn if a HERO Fusion monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. You can only activate this effect of “Dramatic Arrival” once per turn.
[I know I should have just had Fusion in the name, but I fell in love with “Dramatic Arrival” and couldn’t bring myself to change it. A Fusion spell that requires specifically listed Materials, so it won’t work for Absolute Zero and its ilk, but could breathe new life into Flame Wingman and co. Those Fusions are generally inferior to the “generic” Fusions, so I felt using materials from the Deck to be justified.]
HERO Armory Normal
Target a HERO monster you control. Add, from your Deck or GY to your hand, a Spell or Trap card that specifically lists the targeted monster in it’s card text, also once this turn you may activate a Trap card with the same name as the added card the turn it was set, also, once this turn, if you activate a card with the same name as the added card while you control that targeted HERO monster; it gains 800 ATK, until the end of the turn.
[A searcher for all those Spells & Traps no on uses because they require a specific HERO. Maybe now someone will, what with the small power boost and the ability to use the trap once away.]