For those who do not know, DMoC refers to Dark Magician of Chaos and OTK stands for one turn kill.
Despite what a lot of people are calling the deck, Zombies are not OTK. Technically, any deck can perform an OTK (given the deck is not made of an army of 500 ATK monsters, but the term OTK should be reserved to decks whose goal is an OTK or can consistently produce an OTK, usually with speed.
Demise OTK is an OTK because although it can win through just beatdown, it's primary goal is to perform its OTK and can do it quite consistently. Zombies, on the other hand, is not an OTK because it's primary goal is not an OTK nor is it able to perform is consistently.
DMoC infinite burn OTK has been around for some time as it revolves around 4 rather old cards: DMoC, Mass Driver, Spell Economics and Dimension Fusion. For those who do not know the combo, I'll leave it as an exercise for you to figure out it works. It shouldn't be too difficult.
The beauty of this OTK is that it does not involve battle and so can be performed even without a S/T clearer as the only commonly played S/T that can stop it are Dust Tornado, Mystical Space Typhoon and Phoenix Wing Wind Blast. It also is able to win without a clear monster field.
The deck has 1 goal and 1 goal only: find the combo pieces and win. Of course, we'll have to include a bit of resistance for our opponents or they'll just ram the deck down with monsters but the speed of the deck should take care of most of that problem. Before I go any further, here's the deck list:
1 Dark Magician of Chaos
3 Lightning Vortex
3 Mass Driver
3 Monster Gate
3 Reasoning
3 Soul Exchange
3 Spell Economics
3 Toon Table of Contents
3 Upstart Goblin
2 Magical Mallet
1 Brain Control
1 Card Destruction
1 Dimension Fusion
1 Giant Trunade
1 Magic Stone of Excavation
1 Premature Burial
1 Scapegoat
1 Spell Reproduction
1 Swords of Revealing Light
1 Call of the Haunted
1 Mirror Force
1 The Transmigration Prophecy
1 Torrential Tribute
Sidedeck: 15
3 H - Heated Heart
3 Dark Bribe
2 Solemn Judgment
2 Jinzo
1 Call of the Haunted
1 Heavy Storm
1 Limiter Removal
1 Megamorph
The monster line up is rather obvious, but no other monster can be played as it'll mess with the Monster Gate and Reasoning results. The spell line up is quite long, but they all either are a combo piece, get out the combo pieces, or stop the opponent from dishing out damage. The trap line up is rather small. Most notable here is the use of Transmigration Prophecy, as there just times where DMoC will be drawn and Premature Burial and Call of the Haunted just won't come. However, if Transmigration Prophecy is used, Reasoning can not be used unless you suspect your opponent does not know what you are doing yet.
There seems to be very little resistance in the main deck but if you start out with an early Reasoning, the opponent will almost always call 4 or 6, and when DMoC comes out then it's pretty much game as hopefully by then, you'll either have drawn Dimension Fusion or have dumped Dimension Fusion into the graveyard to recur with DMoC. If neither of those happen, then hopefully you can dig into it as a major part of the deck should have been dumped into the graveyard leaving the deck size rather small. Of course, there's always the chance the plan will fail, but that plagues all combo decks and it's impossible to make the deck invincible.
There are 2 options for side decking: counter your opponent's side deck and win with the same plan or change plans.
Option 1 can be done by siding in Dark Bribe, Solemn Judgment and Heavy Storm and siding out Reasoning among other stuff for obvious reasons. This plan is considerably slower as Reasoning provided a lot of the speed in the deck.
Option 2 relies on the following combo: get out Jinzo, play Megamorph, H - Heated Heart and Limiter Removal in that order and attack for game. This plans allows Reasoning to still be played and is immune to Twister and Dust Tornado, both which are probably sided in game 2. This route will have to side out Upstart Goblin, as there's no infinite damage anymore, and the previous continuous combo pieces, as they no longer do anything.
The deck plays rather fast but is extremely difficult to play. It is able to consistently win in the first few turns of the game but only if all the moves are perfectly made as usually every single card will be used, so every card counts. Expect to spend a few weeks playing the deck over and over again just to learn all the right moves to make.
A major problem with this deck is the potential bad hands. An opening hand of multiple copies of Toon Table of Contents and Mass Driver is pretty bad for example. Fortunately, those don't come up very often but can disable the deck during a long tournament.