Trying to brew storm in Standard. Hopefully it's not too terrible. This is very much pure combo.
The main combo is getting out Runaway Steam-Kin and then cantripping with the one mana cantrips. Note that only one copy of Rile is included as Steam-kin has 1 toughness, so we need another creature if we want to cast it on the turn we go off. Also, the other cantrips can be cast on an empty board.
Card Choices
Goblin Electromancer: Discounts Chart a Course, Pirate's Pillage, and Tormenting Voice. Not the greatest, but also can take a hit from Rile while going off. It's also red to trigger Steam-kin.
Lightning Strike: One of the ways to win. Get a large storm count, play Thousand-Year Storm, then hit them with 7 bolts. Also can act as removal if needed.
Niv-Mizzet, Parun: A secondary win condition, he also helps with going off. Turning cantrips into draw 2 is great for digging past the lands in the deck for more fuel. And all your draws deal damage, either to kill your opponent or clear the board.
Pirate's Pillage: It makes treasures, so it really costs 2 mana and helps turn red into blue when going off. It's actually better than it looks.
Precognition Field: Once again, helps with hitting lands. Casting a cantrip from your deck is pretty much a draw 2. Also, the paying 3 to exile a card can be quite useful.
Spell Pierce: A bit of combo protection. Cheap and hopefully useful.
Quasiduplicate: This deck really needs a second steamkin to go off (or electromancer, but then it'll still be difficult). This gives a second one, and can even be discarded to Tormenting Voice and cast later on.
Weakest Cards
Electromancer isn't great. Most of the time just having another steam-kin is better. It can help a bit with start up mana costs, but cutting electromancer is the first choice.
Spell Pierce is here for protection. I have no clue how useful it actually is.
Quasiduplicate doesn't need 3 copies. With one steam-kin in play (ie when you actually care about having quasiduplicate) you can go through your deck extremely fast, and you really only need to draw one copy of this, if that. I'd cut to 2 copies, maybe 1.
Lands when going off are terrible. They're the main way the combo can fizzle - drawing too many lands and not enough draw spells. Cutting more is a possibility, but going too low is dangerous as starting hands should ideally have 2+ lands in them.