The deck is pretty versatile overall, with quite a few combos to string together. The main goal is to get a pendulum scale that can summon level 7 monsters to get your Odd-Eyes Dragons or Dragoncallers on the field. My favorites are the Oafdragon and Dragonpit Magicians for the pendulum cards due to their powerful effects. With Oafdragon, any face-up pendulum monsters in your extra deck can be returned to your hand once per turn. This allows you to summon that monster even if you already have one in your extra monster space. With Dragonpit, he can destroy one spell/trap card on the field if you discard one monster from your hand; which you can acquire if you use Oafdragons effect, if you have none in your hand. This effect can also be used on your own spell/trap cards, which can be useful if you want to replace the other pendulum card you have out with a better one from your hand.
If you don't have the pendulum cards you want in your hand, there are many option to get them from your deck. Pendulum Call is the obvious spell to get two "Magician" pendulum monster in your hand, but
make sure they are the ones you need. I say this because its side effect is that you can't use, or already have used, pendulum zone effects during the turn it's played. This means if you grab a Wisdom-Eye for an extra level 4 monster and you want to use his effect to replace him in his pendulum zone, you'll have to wait until your next turn to use it. The best way to get magicians in your hand is Star Pendulumgraph. Not only does this make your spellcasters immune to spells or monster effects, but if a "Magician" card leaves your field for
ANY reason you can add another "Magician" card from your deck to your hand. This synergizes SUPER well with Sky Iris, since you can destroy a "Magician" card on your field and get both an Odd-Eyes AND another Magician card in your hand in one go.
Now to move onto the powerhouses of the deck. An unexpected clutch card you're gonna want in your hand ASAP is Poison Magician. When it leaves the field, you can destroy 1 face-up card on the field. Using Sky Iris or Dragonpit is ideal to activate this effect, but if you don't have those options and have LP to spare you can just attack your opponent's stronger monster to remove the threat with Poison's ability. A lot of high attack power monsters lack a effect canceling abilities, so if you can't get a strong enough Odd-Eyes or Rebellion Dragon on the field, this guy can save your bacon and disrupt an opponents strategy. A staple heavy hitter in this deck is Absolute with 2 Odd-Eyes as materials. Its effect lets you cancel an attack once per turn, including your own, by removing a material, and if you do you can special summon an Odd-Eyes from your hand or GY. Ironically, if you remove an Odd-Eyes and it's in the GY, you can choose that very Odd-Eyes to be revived. If it's still your battle phase, that special summoned Odd-Eyes can attack as well. This plays into the main strategy of this deck: flood your field with various Odd-Eyes so you can wipe out your opponents monsters and LP.
There are more strategies in this deck that I could go into, but these are the main ones I use during duels, so I'll leave it here for now. Let me know what you think and tell me if there's anything I should change about it!
(PS: The side deck is empty because I've used this deck for single duels only and I don't know what should go in a side deck. If you have a suggestion, post it in the comments and I'll check it out and add it in!)