While decks rarely splash energy in favor of going all-in on the mechanic, you can whip up some powerful and interesting brews, especially in Commander
Its not a passive archetype like UG Towns or a hyper aggressive one, so stick to a solid good stuff plan with an eye towards artifact synergies
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library
Furthermore, while its your turn, you can activate Equip abilities as though you were casting an Instant spell
Ifrit, Laughing Mad) Kuja, Genome Sorcerer Jenova, Ancient Calamity Jenova is absolutely busted but does have a bit of play to it
Summon: Choco/Mog, on the other hand, feels really solid