Whenever Amy Rose attacks, attach up to one target Equipment to her. Then up to one other target attacking creature gets +X/+0 until end of turn, where X is Amy Rose's power.
Suit upAmy Rose with cheap, powerful Equipment and start swinging on turn 4 thanks to haste. Each combat she free-attaches an Equipment (saving equip costs) and pumps a second attacker by her power, turning a wide or aggressive board into lethal damage fast. You win through repeated aggressive attacks backed by Equipment value.
Free equip every combat saves enormous mana and lets you reattach gear mid-game
Haste means she pressures the table the turn she lands
The +X/+0 buff scales with her own power, enabling huge alpha strikes or one-shot kills
RW has the best Equipment payoffs, anthem effects, and aggressive curve
Heavily commander-dependent; removal or repeated bounce slows you to a crawl
Equipment-light starts leave the attack trigger doing little
Vulnerable to board wipes and Fog effects common in multiplayer
Lacks card advantage and ramp inherent to the color pair, can run out of gas
Draws a card for every Equipment cast, solving the deck's card-advantage problem.
Tighten the curve with the best cheap Equipment (Swords, Embercleave, Colossus Hammer) and add reliable card draw like Sram, Puresteel Paladin, and Welding Jar protection. Add protective gear (Hexproof/indestructible sources) and recursion so a removed Amy doesn't end your plan, plus fast mana like Sol Ring and Fellwar Stone to deploy her ahead of curve. For higher power, lean into double-strike enablers and trample to convert her self-pump into reliable turn-five kills.