I love control metas, they are usually skill intensive, give tons of time to out play your opponent, and usually have very clear ways to tech against. As much as every one loved to hate on those Metas, they were incredibly diverse, fun, skill intensive, and you could counter the main decks effectively. The only unpleasant part of that Era was Meltdown which feels very similar to wanderer, thankfully the meltdown part got addressed reasonably quickly.
#1 The best - #10 The worst, Listed Chronologically:
Two Draw was a different game so cant compare.
Unrated: Pre October Reva was the awkward transition from two draw to one draw with a lot of incomplete archtypes. Two draw was great, but the time in-between was really weird and was dominated by aggro but with no real concrete meta and constant changes.
10 October Reva Meta: Worst of all time.
7 Tempo Argeon: Not as bad as Reva meta due to at least using the board, but still one of the worst, just nothing but brainless smorc decks.
8 Early AB Meltdown Meta: One of the worst due to the crap shoot nature of which felt very similar to wanderer, although having opposite problem of wanderer where the decks were consistent but the wincon was RNG. It was similarly bad to the wanderer meta but at least it did not also have a rock paper scissors effect. I dearly miss Variax, but understand why it got hit, just wish they had done it differently.
1 Ancient Bonds: With meltdown nerfed out of play-ability, this shaped up to be loads of fun, I actually loved it, almost no RNG, a proper control meta where the decks on top you could tech for really well and make anything competitive with an incredibly varied ladder while the decks on top pushed out the toxic aggro decks that had been dominating for so long.
2 Unearthed Prophecy Release: I loved the amount of viable archetypes, it was pretty balanced, and generally a midrange meta with cool flashy combos.
6 UP Nerfs: We ended up with a rock paper scissors meta, with a couple decks leagues above the rest due to escaping nerfs while the things that kept them in check got hit, but there was still a good variety.
4 IV Release: I actually enjoyed this one a lot, and one of the few I did not really play magmar in. Finality Vaath completely edged out the most polarized unhealthy decks like titan, hyper swarm, aggro, flawless, and spellhai. With only one oppressive deck on top it was super easy to tech for, leaving us with an amazing midrange meta where as long as you teched to beat finality vaath you could play anything! AssBot was an issue, but protocol was the issue not bot. Vaath was without a doubt overpowered and a problem, but the meta it created was great.
5 IV nerfs: An average meta. They nerfed all the problems well, not a fan of how they did it, but they still cleaned everything up. With Magmar over nerfed we now had this awkward rock paper scissors effect of Titan, LITD and or Golem Vet, Combo Ragnora, still Finality Vaath, and burn decks running around. Each of those had incredibly strong and weak match ups vs the other big decks and if you were not playing one of those its near impossible to be prepared for all of them. Overall it was fine as there were a lot of viable decks and no one thing was to over the top, but the rock paper scissors match up game was far less healthy then the finality meta.
3 Rotation Meta: Was pretty great, wanderer was not really popular yet and things were fun until wanderer started gaining some traction towards the end of it.
9 Post Rotation: Quickly turned into a disaster with a combination of aggro/burn, Kha, Rag, and crapshoot wander which has resulted in not only a rock paper scissors meta, but also the same frustrating high variance feeling of the Meltdown Era.