I've been dreaming about making a Murloc rush deck since news of Hearthstone broke, and now that I've been lucky enough to be part of the beta, I'd like to share one that I've had vast success with. As a disclaimer, I am in no way saying this is the best deck or anything of the sort; it's just a deck I thoroughly enjoy playing and have had accumulated a great win/loss ratio with.
The focus of this deck is to get murlocs out as quickly as possible, then to buff them with Druid-specific spells. A few taunt minions accompany them to take the focus off of your primary damage dealers. The deck with a few explanations:
0 - Innervate (2): It is amazing to have this in conjunction with The Coin; you'd be surprised at how many murlocs you can get on the board very early.
1 - Naturalize (1): I keep this to destroy the opponents' scariest/tankiest minions.
1 - Grimscale Oracle (2)
1 - Murloc Tidecaller (2)
1 - Shieldbearer (1): An early taunt minion does wonders to protect your weak murlocs.
1 - Young Priestess (1): I like having this since murlocs don't have much health to begin with; if you pull her early the added health really stacks. Plus, she takes some focus off of your murlocs.
2 - Wrath (1): 3 damage can take care of minions you don't want to run your murlocs into; or just the draw power alone makes this card worth it.
2 - Bluegrill Warrior (2)
2 - Ironbeak Owl (1): Save for those pesky taunt minions.
2 - Murloc Tidehunter (2)
3 - Mark of Nature (1): This card makes one of your murlocs extremely powerful, or it can be used defensively on one of your tankier minions.
3 - Savage Roar (2): No explanation needed; this is what makes a Druid murloc deck so scary.
3 - Coldlight Oracle (2)
3 - Coldlight Seer (2)
3 - Murloc Warleader (2)
4 - Swipe (2): This enables you to get rid of threats, as well as to help you transition into the late game if your murlocs get cleared.
4 - Old Murk-Eye (1)
5 - Nourish (1): The +3 card draw power is amazing if your board happens to get wiped clean or if you're having terrible luck drawing murlocs.
5 - Starfall (1): To help you finish off a hero/large minion or to help you clear their board.
10 - Deathwing (1): If the game goes this long, Deathwing will guarantee a victory if you can get him onto the field.
Most games are won at turn 4/5, and as long as you're able to wither away at your opponent's health in the early game, a board clear shouldn't be too much of an issue with the defenses this deck offers.
The biggest counters I've seen come from mages who draw all of their board clear cards early, or from decks that contain many smaller taunt minions (mainly priest/hunter decks).
I am open to any and all feedback (constructive, please!), and I hope others enjoy the Murloc Rush Deck as much as I do!