A mixture of the search power of Warrior Toolbox with the swarming of Rat Turbo and the maneuverability of Strike Ninja Return, into what is probably a worse version of any. Your Amazoness archetype is the meat of the deck, working as your frontline to bait enemy effects and build a wall of offense while you have The A. Forces active. Their 1100-1500 statline makes them easy to search off of Rat, WLotW, and Last Will, giving you constant field presence with the exception of Paladin, who requires a search off of RotA. Paladin and Tiger are your primary battlers especially while you have one or both The A. Forces active. Chain Master is best to employ early in the duel, as her effect allows you to steal an opponent's monster from their hand, potentially denying them of a valuable resource, at the cost of 1500 Life Points. Finally, Swordswoman is a sneaky option to deal consistent damage to your opponent in battle while protecting your life points. They are supported by several other EARTH and staple monsters depending on the situation you find yourself in. Granmarg is the goon of the deck, removing what is hopefully a critical set card and giving you access to a 2400 body, while Injection Fairy Lily is the deck's back-up win condition, and is searchable by almost any option at your disposal for a surprise attack. Legendary Jujitsu Master serves as your primary wall, forcing opposing attackers to bounce back to the top of the deck to give you some breathing room. Giant Rats and Warrior Lady of the Wasteland serve as your recruiters, and although WLotW may seem like a worse fill-in for a third Giant Rat, her Warrior typing allows her to benefit from the A. Forces where Rat does not, giving you the extra ATK boost you might need. Finally, some staples you see in every deck of the era: Breaker, MoF, Mask and Sangan, who need no explanation.
The predominant trap of this deck is Spiritual Earth Art - Kurogane, which I find to be a criminally underrated tool for EARTH decks. With the exception of Granmarg and your non-EARTH monsters, Kurogane allows you to pull anything in your GY back to your field at a moment's notice, allowing surprise tag-ins with the resources you've accumulated over the course of the duel, and any of your monsters can be relied on depending on the state of the field. Even better, Kurogane can swap a monster that has already attacked in your battle phase for a fresh monster for an additional attack that might just win you the duel. For the same reason, this deck has a method to summon or swap monsters from any location: Last Will and your recruiters can call from the Deck, Dramatic Rescue enables your Amazonesses to switch with a monster in the hand, and Interdimensional Matter Transporter lets you turn any of your monsters into a one-turn Strike Ninja to evade almost anything your opponent has in store for them, and Kurogane and Call of the Haunted obviously access your Graveyard. Other than the staple Spell/Traps, Amazoness Spellcaster allows you trade ATK values with an opponent's monster to potentially go over something troublesome such as the ever-present Cyber Dragon and Monarchs.
In the Side Deck, Millennium Shield exists specifically to counter Skill Drain decks as that trap card is a hazard to this effect-heavy deck. As an EARTH Warrior monster, it is very searchable and triggers the A. Forces, giving it more utility than something like Labyrinth Wall. D.D. Warrior Lady is only here due to not being EARTH, making her less useful in the main deck. Amazoness Blowpiper and Amazoness Archers are available in case your opponent's attacking monsters are just a little too out of reach of your A. Forces boosts. Scapegoat is also important to be mindful of. It's not in the main deck due to the need for open field spaces in case your opponent is vulnerable to an A. Forces Amazoness beatdown, but as the tokens are EARTH, you can trade them with Kurogane for anything in your GY for free, in case you do decide to side the card in.
I find this deck's strength to be in its ability to tempo out an opponent with your constant tag-ins, switches and self-banishes. By retaining and trading field advantage and forcing your opponent's removal effects to be wasted, you can consistently drain your opponent of their options while chipping away at their life points. There are certainly options to consider adding that I chose not to that could boost this deck's efficiency. I believe EARTH monsters like Berserk Gorilla can be useful to drag out of the GY with Kurogane, and obviously this deck chooses to avoid the two biggest Warrior Toolbox monsters of Marauding Captain and D.D. Assailant for the sake of Amazoness Consistency, but so far this build has worked well as it is, even if it remains a work in progress.
The major weaknesses to look out for: Skill Drain as I mentioned, as this is a very monster effect-reliant deck. Jinzo and other anti-trap cards are also something you need to take into account, as losing your surprise switches and stranding your monsters will deprive you of the field presence you need to keep pressure on your opponent. Similarly if your opponent is invested on banishing your cards, it will cut you off from valuable options to tag into when you need them. While I haven't had cause to add it to the side deck, you should consider a copy of Return to be able to recover from an opponent's deck that features a lot of banishment. Finally, always play around Heavy Storm and Dark Hole if you possibly can.