Every bit of extra efficiency and value you can squeeze out of your early turns has a massive impact on the result, which is what makes energy such a perfect mechanical fit
If I'm lucky enough to buy some stores out of the red deck, I won't be dumping Flamekin Village or Feldon of the Third Path immediately
You can have some artifact hate like Brotherhood's End to remove them or use activated ability stoppers like Karn, the Great Creator or Yasharn, Implacable Earth
You really want to be curving out with early merfolk to ensure theres already an army ready when Hakbal arrives, and as a four-mana commander, you dont really benefit by ramping into him after turn two
Table of Contents show What Are Snake Commanders in MTG
At first glance, it seems like a decent support card for item-heavy decks