Unless they win the game on the spot, or they have some addition to the card, (such as the milling added to the countering of Induce Paranoia) the vast majority of these cards are card disadvantage
The two work best when together, of course, but there are also tons of new artifact creatures that care about energy, both in the Fallout precon and throughout Modern Horizons 3 , and even a little bit back in Kaladesh
Link Charmers, Link Monsters with the same ATK as their Familiar-Possessed forms and bottom-left and bottom-right arrows that can summon monsters of their attribute from the opponent's Graveyard and search out monsters of their own attribute if destroyed
Two thirds of the time, you'll randomly add Magician or Secrets
The only catch is that the two energy cards you pick out need to be of two different types, but in the Standard format with a number of dual-type decks that should hardly be an issue