Energy is a very cool mechanic that was so horrifically broken in Standard its been passed over for further support in main-line sets
All I can say if you can protect it and give it trample is good luck to your opponent
Stealing a bunch of threats is an excellent reward for filling my deck with vampires
Astrologian's Planisphere This two-cost Blue artifact Equipment with job select Equip for 2 will make it a Wizard and then as you cast non-dorks, toss a +1/+1 counter here and then on your third card drawn each turn, not just yours - brilliant win con there for Spellslinger brews and Commanders for Commander Damage in Cantrips
When using Palm, remember you aren't actually killing the Infect creature when you cast it
Secondly, each of these either provides a huge burst of card draw, a steady stream of card advantage, or has the potential to become a draw engine with a bit of a build around