Golem Control focuses around using the VERY loosely assoicated Golem cards for control over the field. Lava Golem keeps the field clean and burns, Golem Sentry bounces and acts as a mini-wall, and Dummy Golem is a free Creature Swap if you can pull it off: arguably even better as the "can't change position" restriction on that isn't on here, so you can use flip effects, attack, etc. This specific deck is pretty monster heavy, but the monsters used either boost up the consistency plays or let you get advantage one way or another.
I use cards like Momonga and Jujitsu Master as fake-outs for Nobleman plays, though they are also useful for establishing field presence if needed. Assailent is a must for a deck like this as it can pop + recycle all in a singular play. Gigantes plays off the overwhelming EARTH monsters in here.
Cretin is certainly weird old tech, however I felt like it really fitted here given it could either play into your other flip monsters or loop into itself if you have another in the graveyard. While the opponent also summoning isn't great, it's not a issue for this given there's so many ways of bouncing/tributing/switching threats away. Cretin into a Dummy to catch out someone using the special summon for a big play is always great to pull off and throws them for a loop given the card isn't well used, something the deck relies on to ambush them.
Guardian Sphinx basically forces non-battle removal if you can get it going so it was also a obvious pick for this, super oppressive. To finish off we have Tribe for clearing the field (given the lack of Rock support in conventional decks we don't have to worry about wiping out cards of our own) and Serpent for cost fodder.
Spells are conventional. Swords is good for stall and Book of Moon is amazing tech for getting another flip effect off, escaping removal like Ring or simply shutting down the opponent.
We run three Compulsory as it can delay the opponent massively while protecting the weaker monsters. Sunlight is underrated Goat tech that lets you escape a Nobleman or other more restrictive removal options. Threatening Roar is a top tier stall card and used here to keep your plays fresh for the next turn while controlling the pace more.
Side deck is varied, either throwing in more flip support, counters to popular builds or even trying for a Heavy Slump combo because why not, it's funny to do. This deck isn't obviously going to top nationals but it's extremely disruptive and provides a great range of cover for basically any monster thrown at you.