So, she has a skill that must activate at the beginning of every Main Phase if she is the Vanguard, Soul Charge 1 to give her an extra 2k until the end phase. That isn't really that bad, considering one would want cards in their soul to provide a larger selection, and Pale Moons are not known for their boisterous power: I get that.
What people hate about Amy is her other skill that is both very difficult to use, and crippling to Pale Moons if it is used; The Mega Blast. I don't think I even need to go on. For those of you slightly less informed, a Mega Blast requires a Counter Blast of 5 and a Soul Blast of 8. Moving on, if she is a Vanguard, and she hits a vanguard, you may pay the cost to put all Pale Moon Rearguards into your soul, and call up to 5 Pale Moon units from your soul to separate Rearguard Circles.
Soul Charging is dangerous enough when Pale Moon is using it, but to also receive a power boost from it is exactly what Pale Moon needs. She may not lay pressure as well as Lequier, Hurricane, or Barking Manticore, but her constant Soul Charging may lead to other combos down the road. The bigger a Pale Moon's Soul, the more your Opponent has to watch out for when you have a unit that calls from there.
True: Amy's second skill does not mesh well with Alice's play style. False: Alice is the only play style in the Pale Moon Clan. There are other cards in the clan that don't rely heavily on Counter Blasts such as the Beast Tamers, or Purple Trapezist. Amy does have a place in Pale Moon Decks, just not all Decks. She can be used to replay the attacks of your two Rearguards, boost an all, or possibly swap them out for stronger, better suited units.
Strategies and game play:
By the time Amy is called to Vanguard Circle, you should have 3~5 cards minimum in your soul (Grade 0, Grade 1, Grade 2) and then an additional card from her soul charge (I personally have 8 in the Soul before she is even ridden). It should not be long to fill up your soul, so you are able to user her Mega Blast, but it is not needed, as with Bicorn, she hits 20k even; Turquoise, 21k. That is enough for your opponent to need to burn 2 guards minimum (a 10k and a 5k regardless of opposing Vanguard's Power), and it is not often Pale Moons exceed 20k without help from Golden Beast Tamer (Who also has a hefty fine for her "Restraint Release"). Lequier is able to break it with little difficulty, but she isn't RRR for nothing.
The point I tried to make is that she can lay pressure, and in a deck that can support her, she can be quite devastating. As I've said, she can be a heavy hitter (well... for Pale Moons anyway), and her skill requires that. As a Vanguard, she has to hit the opposing Vanguard. At 20k, it is viable. When your opponent is debating whether or not to guard against her, they aren't guarding a 20k attack. They are guarding against 20k and an additional 2 of possibly more powerful than the previous 2.
Combos with other cards:
-Purple Trapezist: An erroneous Soul Charge? Call Purple Trapezist to call it to RG. *Edit* Not only that, you can put Cards that have spent their skills already, like Skull Juggler, into the soul to fuel Amy's skill.
-Beast Tamers: Despite being a very tight and exclusive build, they require no Counter Blasts, and that is where Amy can shine. Not to mention, calling a few turbo charged Tamers from the soul ready to lay the smack down, if she hits.
-Sky High Walker: Not only Flips Damage Zone cards face up, but also provides optimal fuel for Amy's Mega Blast. This helps make it a more versatile deck, by not restricting the use of Counter Blasts
*Edit* Rainbow Magician: He's only a 4k booster, but Amy doesn't necessarily need to be the one you are boosting. He's a draw trigger that soul charges 1 to get shuffled back into the deck if he boosts an attack that hits. You're fueling Amy while filling your deck with triggers.
Ways to counteract it:
-Perfect guards are a huge monkey wrench, as Amy needs to hit, the Vanguard no less, for her skill to work.
-The Mega Blast, although greatly ignored, requires 5 damage, so by waiting to deal the last two on one turn, you can completely forgo the threat.
*Edit* Be prepared to guard for 22k~27k, as the highest Amy can get, within reason (Boosted by Turquoise Beast Tamer with Crimson Beast Tamer in the soul) is 21k (And then accounting for possible triggers, another 5k on that if necessary.)
-Able to break 20k moderately consistently
-Creates the opportunity for 2 additional fully boosted attacks
-All skills are Vanguard only
-Her Mega Blast must hit the Vanguard.
-Her Mega Blast depletes nearly all resources by nearly emptying the soul, and using up all the Counter Blasts.
Released in Rampage of the Beast King as a Common.
Artwork and aesthetics:
Like Alice, it is difficult to tell if the text relates to the image and vice-versa. The angle does give a feeling of largeness, and that is compounded with the many 'souls' flying about her... from an opening in her chest... If ever there was a doubt she was a robot... Well I suppose it makes a bit of sense if you think about it. She is releasing 'souls' after crushing a few buildings and letting the army from her soul rampage. I actually like that quite a bit. Maybe I was wrong about there being no relation.
4 of 10
Despite calling units during the battle step, the restrictions are too steep for it to really be used for a Mega Blast. Not only that, it gets overshadowed in power by Barking Manticore, Lequier, and even Sarah to a point. Her constant soul charging can lead to problems, and she doesn't work well with others. Beast Tamers is a tight build, and it could be difficult to find a place for her, and the massive Soul Blast is difficult to deal with. There are only so many cards you don't need to use. Lequier may not call during the battle step, but at least your opponent isn't the determining factor. Regardless, the unconditional +2k doesn't make it unplayable, and it makes for a semi-decent last resort.