You should have at least 1 basic
mountain to search from path, and if you dont want to
shock, more fetchlands would be good like
flooded strand,
dire fleet daredevil is not great against straight aggro decks like humans and zoo, also it makes you have to tap out on your turn if you cast you opponents card. you dont have any great finishers other than
snap beats, and really late game
Keranos, God of Storms, playing madcap combo or through the breech would be a good finisher but you don't need them you can always use
young pyromancer or even
bedlam reveler/
cryptic serpent(although reveler is better). More draw spells would be good like
serum visions, also what does saheeli do when you don't have any artifacts and you dont have cat combo? And, you also don't need that many spirebluff canals 2-3 is fine since the forth one is never going to come down untapped, either basic lands fetch lands or
sulfur falls can replace them, I like to play 6 fetches 2
sulfur falls 2
steam vents 2
spirebluff canal and the rest basics. If you want to play spicy stuff id cut down walker and pirate and play either
young pyromancer or
nimble obstructionist or vendillion clique and also more draw spells, also
pia and kiran nalaar! You should have at least four
serum visions,
counterflux also doesnt seem great mainboard. Some more possible inclussions are,
logic knot,
censor, condesend,
repeal(maybe a sideboard card),
jace, vryn's prodigy,
spell pierce/
dispel,
spell snare, maybe
gifts ungiven,
think twice,
sleight of hand,
enigma drake(more finishers),
thought scour,
supreme will,
search for azcanta,
negate(with some testing I found its not that bad mainboard),
abrade(can be main, probably side),
sweltering suns,
pyroclasm,
anger of the gods,
Wandering Fumarole,
glimmer of genius(sideboard card unless you play gearhulk),
Torrential Gearhulk,
the locust god, shatering spree(for the side).