Came 4th of 20 or so at FNM running this deck after slight variations. Taking advantage of the fact that people don't expect Bloodrush much, a lot of attacks were let through only to be double or triple bloodrushed (often on top of Cerberus' with double strike) and when they did get blocked, were bloodrushed with Ghor-Clans for trample.
Stormy with bloodrush was capable of ending games completely unexpectedly and the Cerberus' could end the game as early as turn 4 if left alone to be triple bloodrushed.
Polis Crushers were helpful as they forced the opponent to deal with them, knowing that they could start tearing up enchantments, and the Revelry's were the difference between winning and losing in a couple of games, even just for the extra 2 damage. I'm absolutely loving the Clan Defiance with Zhur-Tha's to throw damage at the faces, and the Ground Assaults are a nice and cheap creature removal.
Biggest problem is that if I got out-aggro'd, there wasn't much I could do to defend other than just throw chump blockers in the way, and by the time I had to start dropping Bloodrushers as creatures, I ran out of options fast. Definitely glad for the few spells that are in there just to clear up nuisance creatures and give me my footing back.