Eh, this list has all the right cards (well, except Rebuild, which should probably be #1), but in a rather off order.
Here's the correct list, ignoring the Rebuild problem:
1. Witch -- It's better than Mountebank. No by much. But it is. The Curses fly in faster, making them harder to block.
2. Mountebank -- Occasionally the extra damage would be an upgrade over Witch. Is this usually the case? I don't think so. And then consider all the cases where the extra attack is preferable, like Counting House, Trader, Gardens, possibly Apothecary and PStone.
3. Cultist -- Junk is junk. And you can chain this guy.
4. Wharf -- I sense this should be a place behind Cultist, but I could be wrong.
5. IGG -- Almost always important.
6. Governor -- Again, almost always important.
7. Hunting Party -- Hugely overrated on this list! Don't get me wrong, it's a great card. Really great. The stack does wonders. But the top 6 are just even more essential, usually, and no less strong. Governor may be a little more skippable than HP, but I think it has an even bigger effect on the game when you do need it. The rest aren't really close.
8. Torturer -- These last three are hard to rank, and I could actually see Minion beating out Torturer. But when a Torturer chain is possible, that's just like automatically the thing to go for, it's so strong.
9. Minion
10. Ghost Ship