Mechwarper vs Unstable Ghoul is interesting. Card-wise, one ghoul trades with one warper, two warpers just barely beat two ghouls (with the remaining warper at 2/1), and three ghouls kill any number of warpers. Mana-wise, warpers cost 2 for 1 and 3 for any greater number, while ghouls cost 2 each. Ghouls have taunt, so the warper player can't always choose to hit face.
It's complex even without fully calculating. Suppose there's one ghoul out and as the warper player you have two on board. If you don't hit, the ghoul player can just sit back because your warpers won't do face damage the next turn. If you do hit with one warper, then the ghoul player can trade off the ghoul, then but down another, which will finish off the remaining warper.
I think the ghoul player would have advantage in a long game, but before turn 6 and especially before turn 4, the warper player's ability to spam might be usable to take a decisive life advantage.