Good question.
I would say Wild Hunt because they don't have any great units, all of them range from bad to okay but nothing goes over the top really.
Wild hunt warrior being the best one without a doubt, riders are okay (at least imo) but they're so easily countered, the hounds are dependent to the match up and the navigators are very situational (I mean, not only you need a wild hunt unit on the board but you need exactly the one you want considering the current situation).
All in all, the deck has good golds (Imerith is nice and Caranthir is still a beast imo) but they lack of synergy. It's kinda strange because when you think about it Wild hunt hounds cast frost but no other WH units synergy with this effect (okay, WHW actually benefits from it but that's about it). The riders has a very strange and unfitting effect and you're forced to play with other type of units if you want your deck to have some degree of success (like frost giants and/or drowners).
The best I could get out of this deck is by making a control Wild hunt deck with not that much unit and a lot of removal spells. It works okay but it's definitely one of the deck that I have the most trouble to make work reliably.
I would also add Emyr bounce (if I can call it that way) at the same place because, right now, this deck is awful.
The reason being, Emyr has an insane ability but no good bronze target for it.
As I said on another topic the rot tosser is supposed to be the best bronze target but it's far from being a tiers 1 unit and most of the time, it's more of an annoyance than a real game changer.
This deck, like the Wild Hunt deck by the way, lack of good finishers or cards that creates a massive power swing like Reaver hunters for Henselt, Grave hag for swarm, Nekkers for consume, Spotter for reveal ect