Your best board would be to end in as many negates/counters you have as possible. Stuff like Apollousa is normal, but Desert Locusts is there since I used it as a flex slot really (Had a funny duel where I dumped a Crystal Wing on the poor guy, but not necessary) . Absolutely needs Gallant Granite, Halqifibrax, and Block Dragon for the best boards, although I have seen people use Prankkids to great effect, even if I don't know how they function in this deck. Another choice is Fossils for a more aggressive build, like Skull King for monster snatching and Skullgios to end matches. In the end, Adamancipators are pretty flexible, so ratios for different cards could/will change depending on the meta and decks.
Other choices:
Koa'Ki Meiru Supplier to add Guardian to your hand, and Guardian to negate hand traps and stuff
Doki Doki to let you special monsters from deck
I:P to go into Unicorn/Agramax/Underworld Goddess on your opponent's turn, if they have a boss monster immune to destruction or immune to effects respectively
Hand traps (Maxx C, Called by the Grave, Imperm) are interchangeable, but I've found Effect Veiler mostly redundant in this deck, since you have a ton of monster negates as it were. Would recommend Ash Blossom/Dark Ruler/Forbidden Droplet if you want to swap them out.
Note: Crystal Clear Wing isn't out in MD yet, but it's definitely something I'd splash into the deck regardless, since it's easy to make with your level 6 synchros + level 4 tuner or Desert Locusts + a level 4 like Supplier.