To anyone saying he should be higher than what he is, we don't know how much he plays lol. I've been "playing" since Beta but only got anything near serious lately. I don't think this is a bad question either, predicting and playing around things are the most important thing to learn in Hearthstone.
That said, there is no definitive list, as new decks are popping up all the time and you're never going to play around something like Twisting Nether until it actually happens. You moreso just need to understand which decks are in the meta right now so you know what to expect. For example, only Dreadsteed Warlocks run Twisting Nether, so unless you see a horse you probably don't have to play around it. I'll give a short list below using some ladder data I have from this month based on what I've played against:
Druids: Force of Nature + Savage Roar. You're as good as dead at 14 health against a Druid. Remember they can use Innervate and Emperor Thaurissan to pull the combo out before turn 9 or with a second roar. Swipe and Keeper of the Grove as well.
Hunters: Kill Command, Unleash the Hounds, and general beast synergy. If they're a faster deck try to deny them Explosive Trap value by keeping your minions above 2 health or not attacking.
Mage: Flamestrike. Counterspell and Mirror Entity against Tempo Mage. Duplicate against a wide variety of decks including Reno and Echo Mage. Mage secrets are some of the most difficult to diffuse at times, so sometimes expect the worse and be cautious in laying down a big dude if you haven't checked for mirror. Freeze Mages only run Ice Barrier and Ice Block typically, but they also run Blizzard, Frost Nova, and Doomsayer. Deny Mech Mages Mech synergy.
Paladin: Consecration, Equality (usually only 1 in the deck), Aldor Peacekeeper, Keeper of Uldaman, Coghammer. Kill more useless murlocs like Murloc Tinyfin and Coldlight Seer to prevent Anyfin Can Happen lethals against Murloc Paladin. Carefully disarm secrets against Secret Paladin, expecting everything but Eye for an Eye and Sacred Trial.
Priest: Holy Nova, Cabal Shadow Priest, Lightbomb, Entomb, Shadow Word: Pain, Shadow Word: Death, Auchenai Soulpriest + Circle of Healing. Priests have a lot of removal, try to draw it out or rush them down. Deny dragon synergy to Dragon Priests.
Rogue: Tinker's Sharpsword Oil in Oil Rogue and deathrattle synergy in Rattle Rogue. Sometimes its good to pop a Nerubian Egg to deny them targeting with Unearthed Raptor. Deny Mech Rogues mech synergy.
Shaman: Totem Golem, Lightning Storm, Fire Elemental, Earth Shock, Hex. In the rare case of a Totem Shaman deny the synergy.
Warlock: Hellfire, Siphon Soul. Demonwrath in Reno or Demonlock, possibly in Zoolock. Handlock will always have another big threat, and the ability to taunt them up.
Warrior: Brawl. Baron Geddon if its a high-end Control Warrior, and potentially Grim Patron if its clear its a Patron Warrior. Remember that most Control Warriors run 4-6 big threats.
General: Big Game Hunter. Techs like Kezan Mystic and Mind Control Tech can be in any deck, but are most seen in Reno Jackson decks, as they need 30 unique cards to fill the decks. Expect almost anything in these, but don't expect more than one of something.
Hope this helps. I'm sure I missed some important cards, but this is what came to mind.
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9
Murloc Warleader only gives +2/+1, which is lost once he dies. This is a permanent buff, which is better for trading than pure damage.
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Don't compare Mounted Raptor to Razorfen Hunter, compare it to Harvest Golem. They have the same number of stat points, and have very similar deathrattles. And Harvest Golem was played until GVG.
In that comparison, Mounted Raptor has a better stat distribution (it can trade with Piloted Shredder) and an ability that's 1 stat point worse, or up to 3 points better. Along with a chance of getting a useful ability.
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Golden portraits are meant to show that you have
no lifededication to the game, and allowing people to craft it would defeat the point. It's not necessary and provides no advantage except looking nice, so there's no reason it has to be available to everyone.6
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So, an inverse Anima Golem. Could be strong in control decks, but It's bad against Big Game Hunter.
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If those are your options, keeping Anub'arak would have been a better choice.
Anyways, I definitely prefer Foe Reaper 4000. There's something so satisfying about killing 3 minions with one swing.
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This doesn't really make sense 2 days into the season.
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Malorne is worse if you want to play him twice in a row, but don't draw him again. He's also worse against hard removal, because he doesn't give you a Nerubian. So, if you're in a control mirror, Anub'arak is much better.
But control rogue still isn't viable, so this card is trash.
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But can you name any 3 card combos that are more fun than a board full of Leper Gnomes?