DAMAGE. Do damage. The deck likes doing damage while sorting its own mess out.
Goat Burn decks are sorted into two versions (the most popular at least)
1. Stall Burn
Stall Burn basically drags the game out as much as possible with powerful cards like Level Limit and Gravity Bind until you can grind out a win. Traditional and generally predictable.
2. Panda Burn
Plays Gyaku-Gire Panda in combination with Ojama Trio and a faster state of play to blindside the opponent. More varied and built around the metagame.
Why not play a janky version of both? Well, I did, anyway. Gyaku-Gire Judgement uses Panda Burn's snappy high damage combos alongside a deck built to do weird stuff. I liked the basic Chaos engine, it synergies perfectly with the mainstay cards here so it's perfect for being included. Manju searches out additional material via Relinquished, sorting though the deck faster while providing effective removal.
Dancing Fairy; high ATK statline, helps to gain lP advantage and forces removal from more reckless players.
Spirit Reaper; one of the greatest stall cards ever, can also poke occasionally
Panda; not explaining that lol
Des Koala; fantastic burn + easy to sit on without sweating too much
Saturn is the secret weapon of the deck, being able to (potentially) burn for 3000/4000+ if conditions are correct. 2400, great beatstick, extra material for Chaos to boot. Forces removal out, not once per turn either so it can be very easily abused once you have it ready. All you need is the field spell and with two Terraforming + everything else that becomes amazingly easy. Saturn does bonkers stuff and even now I don't think it's fully cracked yet.
Chaos monsters in a Burn deck seems dirty, but you'd be amazed how useful they can be in removing potential threats off the table. Banishing stuff is still really effective even today and it's no different here.
Side deck is ok. It's mostly stuff you can side in to either counter what they are doing or to enhance your defence/burn plays. Exchange is funny because a lot of the cards here don't really work with the opponent using them (random Ritual cards, Judgement, Level Limit/Bind, etc) so the drawbacks are none while you get free info and potentially ruining something they were probably holding onto. Not always reliable, really good when it works though