You can ban Attune with Aether and Rogue Refiner, but as long as Kaladesh remains legal in Standard, energy will be one of the best mechanics in the format. The usual Energy builds don’t lean too hard on the energy mechanic, just using it to fix their mana with Aether Hub or draw an extra card. This deck focuses on token production to swarm the opponent thanks to all of the energy it can create.
The core of the deck is Decoction Module, a card that does very little on the surface. It has no impact on the battlefield when you cast it and doesn’t even provide a visible impact over the next few turns. It simply provides an extra energy for every creature that enters the battlefield. Your plan for that energy is to create more tokens off of the energy and thus create more energy to keep the loop going. The Modules stack, so having multiple copies in play is a really good thing. When you run out of gas, the Module can return creatures to your hand to make more energy and get additional ETB triggers, and you can even use the Module to save your threats from removal if the game goes long.
Your main combo engine is Whirler Virtuoso. Nothing uses excess energy better than the Whirler as you can cash every 3 energy in for a 1/1 evasive threat. With Modules, this can get out of hand quickly. Each Thopter that Whirler creates will provide an extra energy and leave you 1/3rd of the way to creating another one. With two Modules your production can double, and if you’re lucky enough to get three Modules with a Whirler, you go infinite.
Aether Chaser and Aether Swooper also play well with everything you’re trying to do. If you don’t have Whirler to spend all of your energy on, the Aether creatures play a similar role. You get multiple energy when either enters the battlefield and can use that energy to create a Servo when they attack. This continues to combo with Modules as you’re getting energy back when the tokens hit the battlefield, and if you have two Modules in play, you can use this trigger for free.
Glint-Sleeve Siphoner is effectively a 2/1 menace Phyrexian Arena in this deck. You’re going to be flush with energy whenever you aren’t creating tons of Thopters, and the Siphoner is good enough to simply splash in this deck as it’s a must-kill creature. If they kill the Siphoner and don’t have the removal for Whirler, then things are definitely looking up.
Maverick Thopterist is a great way to go wide as it creates three bodies and 4 power and toughness in a single card. Thopterist is a bit overcosted at 5 mana, but you have tons of ways to bring that cost down. Modules, Thopters, and Servos created off Swoopers and Chasers all make sure that you’re casting your Thopterists for cheap, and this is a great creature to bounce with the Module’s activated ability (and even net 3 energy per Module for your troubles!)
Walking Ballista provides some early interaction, an additional artifact for improvise, and a nice mana sink for when the games go long. Aethersphere Harvester provides yet more evasion, some lifelink, and a great way to turn your Servo tokens into effective threats.
Metallic Rebuke is one of the best interactive spells in Standard if your deck can support it. This deck is heavy on artifacts, and thus Rebuke can act as a better Mana Leak. This is one of the biggest draws to this strategy.
You’re not playing a single actual removal spell, but Confiscation Coup is almost always better. You can produce a ton of energy, so stealing even the biggest creature is usually trivial. This is a great tempo play as you’re both adding a threat and removing an opponent’s, making Confiscation Coup one of the best answers to cards like The Scarab God and Hazoret the Fervent. This thing can even take God-Pharaoh’s Gift thanks to your energy production!
Grixis Module attacks Standard from a unique angle. Going wide is effective, and being able to do it at instant speed and with evasive threats is even better!