The deck's veered off from the original intended win strategy of using Storm spells like Grapeshot. The deck still gets its name from there but whatever. In practice, this deck (when piloted by me) tends to hammer players frequently and rapidly, and push opponents onto the defensive.
The following represents probably a month's worth of tinkering; older tinkering I didn't bother to log since it was just finding the deck's core functionality really (such as dropping most of the expensive support artifacts).
-Chandra, the Firebrand: I've had her around a long time, but in practice she's not useful enough. She is hard to defend with my low count of combat-ready creatures, and her abilities are relatively low powered in most circumstances. It's a shame, she was a terror of all of the little Bird of Paradise and elf mana dorks.
-Deep-Sea Kraken: Originally added as a big unblockable guy, but the deck is trying to veer towards more interactive creatures. I'd like to note he never actually got into play though.
-Melek, Izzet Paragon: I love Melek, but in practice he's too much of an investment I can't afford or protect. He's a six-drop in a mana-hungry deck with no built in protection who draws removal like few things do. I'll think if there's a way to bring him back but I suspect realistically I won't be able to use him.
-Scroll Thief: Originally intended to provide card advantage in conjunction with unblockable effects and Shu Yun's ability, this guy in practice was just a chump more often than not. I couldn't afford to invest the resources in him to get the result.
-Stealer of Secrets: Same as Scroll Thief.
-Chronomantic Escape: Reality Strobe was such a terror, I thought I'd try out another card in the cycle. It's actually proved its usefulness in making me unattackable every 3 turns a few times already, despite the fact everyone sees it coming.
-Punishing Fire: I really wanted some repeatable direct damage, but Hammer of Bogarden is so mana intensive. I thought I'd give this a try; it's fairly cost effective and the 2 damage is enough to be useful against a number of targets, or even players, if it comes to it.
-Lu Xun, Scholar General: Does a better job providing card advantage when he has double strike than either of the smaller guys he's replacing, since he already has "unblockable".
-Serene Master: A funny hard to pass blocker that can deal with all sorts of craziness, even stuff like Blightsteel Colossus; plus he seems like the kind of guy that'd hang out with Shu Yun.
-Wrath of God: I really, really needed a second board wipe. Might still not be enough.
-Jump (cheap evasion/defense, replaces itself)
-Myth Realized (cool unique "creature")
-Sapphire Charm (very flexible charm)
-Sol Ring (I haven't got any more copies right now)
-Soltari Guerrillas (creature removal, works well with doublestrike)
-Soltari Visionary (creature-based removal, works well with doublestrike)
-Tithe (obscure, cheap white mana acceleration)
-Any boardwipe; perhaps Supreme Verdict
-Wind-Scarred Crag->Sacred Foundry
-Tranquil Cove->Flamekin Village or Slayers' Stronghold
The list of things to add is extensive; I have a lot of things I want to try, but I'm not sure what to swap around yet. I'll think on it.