It's fine, I don't like CXyz Barian too much anyway. Too hard to really efficiently use, but is a TON of fun.
Well, you're gonna wanna start with something that mostly all of the C10X can take advantage of in some form that, overall, doesn't harm the main deck very much. And I've got the perfect card for that, which also happens to be one of my favorite cards in the game: Black Garden. Don't see it? Try dis knowledge on fer size.
* While it mostly just helps you take less damage until you can do something and provide monsters for your opponent to kill so you can benefit from Supply Unit (when we get it, of course), the decreased ATK of your opponent's monsters highly benefits Ragnazero and Ragnafinity. (The added bonus of being able to revive Ragnazero with Black Garden isn't bad, either!)
* The decreased ATK of your opponent's monsters can also help make the LP gain of C101 much more meaningful, since when you gain LP from it, you gain LP equal to its original ATK.
* If your opponent tries to get around Black Garden by getting rid of your cards by monster effects, C104 and the 106s will make 'em pay.
* C107 has a powerful effect...but it requires your opponent to have monsters for maximum effect. The simple act of summoning it with The Seventh One will give your opponent 2 tokens to attack. You're likely to have tokens too if your opponent has been doing some summoning as well.
Now, what archetype works best with Black Garden? In my experience, Jurracs with Summoner Monk and Evilswarm Thunderbird do the job just fine.
* I shouldn't have to explain why Summoner Monk works (though I WILL point out that it has 800 ATK, making it easy for Black Garden)...it just does. Giving a worthless The Seventh One a use is also a plus. Monk itself is a key--it can easily summon Evilswarm Thunderbird, which under Black Garden, is EXTREMELY difficult to remove from the field. If you need to Xyz from there, you can easily make Key Beetle to protect Black Garden, or even Evilswarm Thanatos/Nightmare if monster effects are ruining your day, or something else to fit your needs.
* The Jurracs themselves really thin out the deck with Guaiba and Fossil Dig, making it easier to draw into what you need, like the RUMs. Most have 1700 ATK, putting them just 50 ATK above the tokens they'll summon for your opponent. Guaiba and Dino let you gain advantage from these tokens, with the former easily setting up Rank 4s. Iguanon (Admit it: You looked up what that was
) can destroy a token to bounce your opponent's set monsters--setting a monster is an easy way around Black Garden, so Iguanon rounds it all out and punishes those sets. Since they're Jurracs, they can easily make Laggia and Dolkka (the former can be revived by Black Garden in a pinch).
Now for the RUMs...I'll just be going over what matters. Try not to run any more than 6 of these in total.
* The Seventh One: This needs no explanation whatsoever. Run 1-2. If you run 2, prepare to draw into it at a very inopportune time (AKA, the start of the game), but if it does end up being a dead draw, it can at least be Monk fuel. When Hope Dragun comes to the TCG, running 2 might not be a horrid idea.
* Numeron Force: This negates everything other than the summoned monster...including the Black Garden you should have on the field, so your Number C10X will be standing at its original ATK to wreck the lowered ATK of your opponent's monsters (and the tokens that just so happen to be summoned in attack position). Run 2-3.
* Limited Barian's Force: Use only if you plan on running C69, which you said you didn't plan on doing...though it DOES provide an easier way to benefit from C106. But if you find it better to focus on the control of Black Garden, this might not be a good idea...run 0.
* Barian's Force: Run this if you want to keep up the effect of Black Garden. If you run 2 Numeron, try 1 copy of this and see how it goes. Otherwise, run 0; there are better options.
* Quick Chaos: It definitely sounds promising, but it's really iffy, as the C10Xs mostly shine the most in the Main Phase, and this card works well outside of your Main Phase. Still, it can be used as a quick alternative to countering effects that target the base 10Xs. Run 0-2.
* Admiration of the Thousands: Use only if Rank 4 Xyz monsters are very common in the area...oh, they sort of are thanks to Exciton and 101. Just be aware: Summoning a monster with this card isn't properly summoning it. Run 0-1, though running 1 copy is very acceptable when we get Hope Dragun.
Overall, be wary of Exciton Knight--any 1-card combos that your opponent does to get it out will give you 2-3 tokens, just making it easier to nuke your field.
Godspeed.