Shu Yun, the Silent Tempest
About the Deck
The goal of the deck is to hit opponents for 21 damage and knock them out of the game with commander damage. Shu Yun can do a massive amount of damage pretty easily with a few offensive buffs. The key to killing with commander damage with Shu Yun is generally some combination of offensive buffs and evasion. Often Shu Yun will kill in a single swing if you have sculpted your hand correctly but it is important to not fall into the trap of always trying to accomplish this, killing opponents with two swings is totally fine.
A secondary gameplan can be to attempt just normal aggro damage with cards like Monastery Mentor and Young Pyromancer providing a swarm of bodies to swing with.
Also, keep in mind that Shu Yun's double strike granting ability can be used on opponent's creatures. If opponents are swinging at each other, you can dramatically increase their damage potential. This isn't your primary goal but it is certainly something you should not overlook.
This deck runs a rather low creature count. Every creature in the deck is aimed at assisting Shu Yun in the goal of dealing commander damage in some way, or providing some other worthwhile buff. Guttersnipe is a creature I commonly see in Shu Yun lists, and I tried it for a while but random non-commander damage doesn't really advance the main strategy of the deck and it isn't a massive enough damage output to be impressive otherwise. Monastery Mentor and Young Pyromancer are fairly crucial in providing you with a mass of bodies to be able to block with, sacrifice to Grave Pact effects (which are generally the bane of a voltron style deck), and of course swing out in a pinch.
Despite a commander that only costs 3 mana, and a very low overall mana curve, this deck is surprisingly mana hungry. On an average turn when you are "going for the kill", consider that you need to have 2 mana available for Shu Yun's triggered ability to give double strike, generally 2-3 mana available for some combination of offensive buffs and evasive maneuvers, and then unless you are just gambling and going "all in", you are going to want some additional mana available for some sort of defensive tech. This all adds up to generally, depending on circumstances, wanting to have a pretty significant amount of mana to work with. In addition, this deck is very color intensive, so it is important to have as many options for producing the various colors you want, which makes it hard to have room for utility lands.
With this deck wanting to kill through combat damage the temptation would be to play Shu Yun as quickly as possible and get to swinging but this is generally a bad idea. Unless you are extremely confident in knowing what your opponents have in hand, playing Shu Yun without the ability to protect him is a giant gamble. In my experience, it is best to slow play things a little and then when the ideal time presents itself you strike. When people have seen this deck in action, as soon as you drop Shu Yun the alarms will start going off in their heads so that is something you have to be prepared for.
Equipment in general eats up too much mana for Shu Yun and re-equipping after Shu Yun dies can slow you down significantly. Consequently, this deck runs very little equipment. Blackblade Reforged and Runechanter's Pike are massive offensive buffs that increase your damage output by a really high amount so they are definitely worthwhile inclusions. Swiftfoot Boots giving hexproof and haste for a very low cost makes it another key equipment piece. Beyond that, there aren't really any equipment pieces I would generally consider. I could see an equipment heavy build of this deck potentially working but it would play drastically different and I believe that there are much better commanders for that sort of equipment voltron strategy.
With the decklist as it is now, there are no cards for graveyard hate. It is really hard to find room for everything in this deck but if that's a big concern for you I'm sure a few things could be switched around. Or, you just prioritize removing the graveyard based decks first.
Monastery Siege is a card that I previously had in the deck and only recently removed just to try out Veyran, Voice of Duality. It is a very useful card for digging through your deck and sculpting a good hand. I will potentially add this back in at a later date.