The new support has made the deck much more consistent and has given you options in what you can do. You have many paths to take depending on the cards you draw, and even if you're negated, you can still push through and get something on the field.
The playstyle of Ancient Gears has changed with this new support. Yes, it's still an OTK deck about getting a big boss monster on the field, but now the deck has a lot more strategy to it and a lot more routes it can take. The deck can overcome some negation now, and it is a lot more consistent. In the past, I only ran one or two Ancient Gear Golems, because they weren't that big of a focus. I would only ever use them with Ancient Gear Fusion. Now, you can flood the field with them and do a lot more with them... Mostly because Ancient Gear Dark Golem is so good haha.
This deck wants to go second, which is good, because we live in a society of going first haha.
Gameplan:
1. The first thing you'll want to do is to put Ancient Gear Fortress on the field if you have it. You'll also want to place Geartown on the field if you have it. If you're not able to get Geartown on the field at this point, then jump to Step 5. If you don't have Ancient Gear Wyvern but you do have Geartown and you have Ancient Gear Catapult, then skip to Step 4. I also usually use Pot of Prosperity here to search for Ancient Gear Advance, Wyvern, Geartown, or Fortress depending on what I already have. If you aren't able to get a hand with Wyvern, Geartown, and Fortress, then you will just have to play at your own discretion. If you have Ancient Gear Commander, then summon it, add a Golem from the deck to the graveyard, and then normal summon either Ancient Gear Tanker or Ancient Gear frame to the field. Tanker is used to special summon the Golem from the Graveyard, or a Dark Golem you have in your hand. Using Ancient Gear Frame to get into the Fusion is a good way to basically guarantee a fusion monster on the field. Usually I will have some way to fusion summon, and I usually have the materials to fusion summon for Chaos Ancient Gear Giant. It isn't the best end board, but it is an end board nonetheless. Its easy to get the materials and the fusion card through some of the combos of the deck.
2. After you put Fortress on the field (or you at least tried), you want to normal summon Ancient Gear Wyvern. You activate Wyvern's effect and you'll tutor for a different card depending on what's in your hand. If you do not have Ancient Gear Catapult or Ancient Gear Advance, then you'll tutor for Ancient Gear Advance. Even if you do have Catapult, Advance is a required card to add to your hand. If you didn't have Ancient Gear Fortress already, but you were not able to get it through Prosperity, then search for Fortress here and activate it as soon as you can. If you already have Advance and Fortress in your hand, then you'll tutor for Ancient Gear Box. After getting Box, you'll activate it's effect from your hand to target Ancient Gear Frame. You could also search for Ancient Gear Commander, but you'll end up getting Commander later, so it isn't that helpful to get it now.
3. If you followed the previous steps successfully, you'll want to activate Ancient Gear Advance. You will search for Ancient Gear Catapult with it's activated effect (If you already have Catapult in your hand, then you'll search for either Ancient Gear Fusion or Ancient Gear Duel. It doesn't really matter which one you add to your hand, but I usually go for Duel.). You'll then use Advance's second effect to destroy Ancient Gear Wyvern. You don't want any monsters on the field so you're able to activate Catapult.
4. After having no monsters on the field, you will activate Ancient Gear Catapult and target Geartown. Special summon Ancient Gear Commander with Geartown's effect and Ancient Gear Dark Golem with Ancient Gear Catapult's effect. When Ancient Gear Dark Golem is summoned, you'll want to tutor for Ancient Gear Tanker and Ancient Gear Duel. You'll discard Box if you have it, but if you never got Box then you can discard anything except for Tanker and Duel. If you didn't have Wyvern previously, then you can go into Wyvern instead of Commander, but it isn't advised to go into Wyvern instead. At this point, if you have Urgent Schedule, then you can activate it now if you haven't and if your opponent has more monsters than you. You can put the other Dark Golem on the field and another level 4 body. Use these cards to link or XYZ summon, because they take up space on the board. The second Dark Golem can bring you into Aegaion the Sea Castrum later if you think it would be useful, but I would wait until later and summon Dingirsu, the Orcust of the Evening Star later after I've fusion summoned my win condition.
5. Activate Ancient Gear Commander's effect to add an Ancient Gear Golem to the graveyard from your deck. Special summon Ancient Gear Tanker from your hand with Commander's effect. With Tanker summoned, you'll use it's effect to summon Ancient Gear Golem from your graveyard if your opponent controls a monster. If your opponent does not control a monster, then summon Ancient Gear Golem or Ancient Gear Dark Golem from your hand. If you don't have either, then just summon whatever you can.
6. If you have another Geartown in your hand, then activate it now. Activate Ancient Gear Tanker's effect to target Geartown, and add either Ancient Gear Frame or Ancient Gear Dark Golem to the field (If you already have Ancient Gear Fusion, then add Ancient Gear Dark Golem to the field, but if you don't have Ancient Gear Fusion, then summon Ancient Gear Frame.). If you summon Frame here, then activate it's effect to discard a card and add Ancient Gear Fusion to your hand. If you added Dark Golem to the field and you already had Ancient Gear Fusion in your hand, then just proceed to Step 7.
7. Link summon Ancient Gear Ballista with Ancient Gear Commander and either Ancient Gear Frame or Tanker. Add Geartown to your hand with Ballista. If your opponent has a monster on the field, then use Ballista's effect to target your opponent's monster and set it's stats to zero. Target Geartown with your destruction from Ballista. With this Geartown, repeat the actions in Step 6 if you weren't able to pop Geartown then. If you were able to pop Geartown in Step 6 then add Ancient Gear Dark Golem to the field from your if you don't already have it. If you do already have both copies on the field, then search for anything you want.
8. Activate Ancient Gear Fusion from your hand and use Ancient Gear Golem as fusion material on the field and use three fusion material from the deck to summon Chaos Ancient Gear Giant. Activate Ancient Gear Commander's effect from the graveyard to banish it so you can activate Ancient Gear Duel without having to set. Activate Ancient Geat Duel's effect and target Ancient Gear Dark Golem and two other Ancient Gear monsters from your graveyard to fusion summon Ultimate Ancient Gear Golem from your extra deck. If you have extra level 8 monsters (which can happen), then you can either go into Aegaion if you think it would be useful or you can summon Dingirsu. Aegaion can be used to remove a big monster your opponent has on the field that may become a problem in the battle phase, for example.
9. At this point, your cards should be unable to be targeted by your opponent's card effects due to your Ancient Gear Fortress, your cards that have the text, "Ancient Gear Golem", in them are unaffected by your opponent's monster effects due to Ancient Gear Duel. Your Ultimate Ancient Gear Golem can attack up to three times in the battle phase, and it inflicts piercing damage to your opponent's defense position monsters. Chaos Ancient Gear Giant can attack all of your opponent's monsters and it inflicts piercing damage.
10. Go into battle phase and attack all of your opponent's monsters with Chaos Ancient Gear Giant. If their lifepoints still haven't depleted, then you attack them with Ultimate Ancient Gear Golem three times. If this doesn't kill them, then they're cheating.
If negated:
If your opponent sets up spell and trap removal and removes Fortress, then you'll try your best ot get Fortess back. If you started the game with Fortress in your hand, then in Step 2, tutor Fortress with Wyvern. If you did not have Fortress at the start of the game, and they removed Fortress after you got it with Wyvern, then you just have to pray.
Usually you can hop around negation with the effects of some of the spells, extra deck monsters, and some of the level 4 monsters like Ancient Gear Tanker. Avoiding, baiting, and overcoming negation and removal is something that is done at your own accord, and you pick and choose the best way you would like to go about overcoming it.
If your opponent has a lot of removal, you can always go into one of the other Extra Deck monsters that are good at negation. You should be able to go into one of those instead of getting another fusion summon.
Side decking for going first:
You won't have to side for going first very often, but in that rare instance where you're forced to go first, you'll want to add a myriad of cards. The first you'll want is not very obvious, but I like to add Fire Ejection and Volcanic Scattershot to my main deck. These seem wildly out of place here, but Fire Ejection allows you to summon a token on your opponent's field so you can use Ancient Gear Ballista and the fusion summoning effect of Ancient Gear Duel (both of these cards require your opponent to control a monster.) You can also use the Kaiju card too just in case.
Ash Blossom is Ash Blossom. Enough said.
The cards in the main deck I usually swap when going first are: Urgent Schedule, and a few copies of some of the monsters. You can get away with taking away an Ancient Gear Fusion as well.
I'm sure there are improvements that could be made, and I'm excited to hear suggestions. I love Ancient Gears and they were the very first archetype I played. I'm so happy they're getting support, and I look forward to seeing where the deck goes in the future. I don't expect anything grand or incredible, but I do expect it to be fun!