This is mostly vs warlock rush:
Key cards are all your removals (rockbiter, hex, lightning bolt, earth shock), 1 Storm axe, 2 wolves, 2 three-cost minions (unbound, harvest golem), 2 lightning storm or 1 lightning storm and 1 forked lightning, and lots of taunts: 2 wolves, 2 argus, 1 senjin, 1 sunwalker, 1 al'akir.
To be really sure you can throw in 1 pyro and a second storm forged axe.
Your play style is to mulligan heavily for early removal, storm axe, lightning storm and low cost minions. Try to kill opponents early minions as soon as they come out (before they can be buffed).
But try to *hold* your lightning storm or wolves until turn 4, if you can! Since if you blow your lightning or wolves on turn 3 then the overload will kill you the next turn and your opponent will be able to gain tempo and get away from you.
Whereas if you use lightning or wolves on turn 4, you can also use 3 mana on the next turn (wolves if you used lightning, or vice versa, or a 3 cost minion).
Once you get past the early game, Taunts are important. Your ideal situation is to regain (or almost regain) the board, throw out 2 totems and use argus to turn them into taunts. Then throw out mana totem and try to regain some card advantage (which you would have lost for a while, burning lots of removal cards).
When you get to the late game, watch for the chargers - argent commander and the 5/7 charge demon. Here you'll need a hex in hand, and be ready to throw down a heavy taunt (sunwalker or leeroy) when your health gets into the kill zone (10 or below).
Hope this helps, I used to have *heaps* of trouble beating warlock zoo, but I can beat it nowadays :) :) :)
Mage rush I havent figured out yet (the early rush followed by pyroblast is just too much) and Warrior rush is survivable if you can get down late taunts.
Edited by FarqTheOrc on 5/5/2014 12:30 AM PDT