Leader : All of them
1 - If you have some hard removal in hand (Scorch, Igni, Coral...) wait for your opponent to stack up as many armor as he wants and eat them with the Dun banner. Only then use your card to take care of the fatty. Patience is key in this match up (and is not a vertue I am known to have lol).
2 - Mulligan every damaging effects (Alzur's thunder, Lacerate...) if possible. Those cards has very small value against this deck (except Manticore's venom...this one you can keep lol).
3 - If you're playing weather, be smart on how you use it. For example with Wild hunt frost deck don't play a "blind" hound on the back row turn 1, if your opponent plays Redenian knights he's going to f*&^% you over. Wait for them to play a knight elect (if he/she plays it, obviously) to pull the trigger (that will be the weakest unit on the board and it's gonna take 4 turns before frost finds another target). If you're opponent is not playing knight elect, wait for them to set up their board and frost the back row when Dun banner shows up (a good player will leave the back row clear for the Dun banner so he can avoid Igni). Again...this is all about patience.
4 - If you're playing spies, put them between their key units, this deck plays thunderbolt potion.
5 - Reset effect and hard removal are key in this match up (I mean, another key).
As mentionned earlier, D-bomb is great, the same stands for Witch hunters, Margarita, Morvu...tu...nu.....the new badass Chort that halven a unit's strenght in the Monster deck. The worst part being, someone mentionned him earlier but I just can't find the post again. Well, it doesn't matter, you got my point.
On the side note, am I the only one who think that locking a unit should remove it's armor?
I mean, locking remove every effects and every token, including spy and resilience, it should remove armor as well.