This deck focuses on taking control of your opponent's monsters using Double Magical Arm Bind. This can often leave them with no monsters while you have 2 that can be used for either tribute summon, or end the duel early using Anti-Magic Arrows.
The main aim of this deck is to use Double Magical Arm Bind and take control of your opponent's monster by using the tokens that you special summon. This can potentially win the duel early since it can leave your opponent defenseless with no monsters left. But if the summoned monster's attacks aren't enough to win the duel, you can choose to wait until your opponent summons a stronger ones, or wait for your higher level monsters instead.
Aurora Wing and Hamstrat are good monsters that you can summon along with stray lamb tokens. This is good because sometimes decks can OTK you by summoning multiple monsters in a turn, so you might want to protect yourself with stray lambs and a monster. Hamstrat can't be destroyed if you have any token monsters on the field, while Aurora can revive itself once each turn. Hamstrat works well defensively since you can activate Double Arm Bind after it gets attacked, but it won't summon any tokens at all if you don't have enough space for 2 tokens on the field.
The higher level monsters provide optional alternative to win the duel. This is because you might not be able to get Double Arm Bind early, or if you are playing cautiously around Sphere Kuriboh. After taking control of your opponent's monster, tribute summon into Ancient Gear Golem to play it safe, or risk it all if you have Anti-Magic Arrows, which can potentially lose you the duel if they have Sphere Kuriboh. A note to remember is that you can't use Stray Lambs and special summon Lava Golem in the same turn because of their effects.
Enemy Controller is a versatile card that you can use to play offensively, or defensively. It's also a great counter to Cyber Angel decks if they activate Cyber Angel Dakini's effect after summoning it. Jar of Greed is used to try and get Double Arm Bind as soon as you can. But it's also great for tricking your opponent into playing more carefully. With so many threatening cards already in the game, setting a face-down spell/trap card will make them think twice about their moves. Always activate it in your turn instead of your opponent's turn to keep the card hidden until necessary. You can still replace this with other draw cards like Dekoichi the Battlechanted Locomotive to provide defensive monsters. It's better than using cards like Crystal Seer so your opponent won't know the important card that needs to stay hidden, which is the Double Arm Bind.
The ultimate hidden card to potentially end duels. This works as a surprise during battle phase, and it can't be negated, as well as responded to. After taking control of your opponent's monsters, you can go into battle phase right away and activate this card before your opponent can react. Even if you manage to get a Sergeant Electro, don't even activate its effect and go into battle phase right away. This will often make your opponent think that they can still defend against your attack, only to know that they already lost the duel. But Anti-Magic Arrows does not stop cards that can activate from the hand. This means that your opponent can still use cards like Sphere Kuriboh, or Kuriboh.