So try and remember this one very important fact, a card isn't good just because it has a good effect, it also has to be easy enough to have some kind of use every duel by the 3rd or 4th turn at the very latest
If times correctly, this can be a massive game disruption for the opponent, stopping them from executing your strategy and even keeping your field safe
That last part is especially important, since Colorless Energy requirements can be fulfilled by any Energy you attach to it
"Quarter Century Bonanza"
OFFICIAL CARD GAME, providing comprehensive information on the flow of a Duel, what your cards do and much more
If a Commander can effectively, from the Command Zone create a strategy of giving resources then they meet the first criteria