Personally, here is what I would do.
Blood Tauras - Disenchant, costs too much and by the time you reach a point where it is playable, you’ll be in burst down to death potential. But if it ever gets to a point to be a popular enough card, people would just play around it by keeping you up above 9 health until they can kill you. Although you already disenchanted it.
Rook - Disenchant, costs too much for the stats and the ability will take too long for it to be a big enough threat. Also because it needs to build up over time to become a potential late game threat it gives you’re opponent more time to find a dispel/removal effect, or to just end the game.
Archon Spellbinder - Keep. I think its something like a tech card against spell heavy decks and helps to ruin combos. Main problem is that you don’t really need more than one. Even against a non-spell heavy deck, its a good 7/7 stats for 6 mana.
Tethermancer - Keep, I’ve never used it but for 20 spirit might as well keep it.
Sarlac The Eternal - Disenchant, only faction I’ve seen it played in was Abyssian but with Gor here, its been pretty much pushed out and if you don’t play a swarm type deck it won’t be much good.
Captain Hank Hart - Disenchant, never seen anyone use it and I don’t believe its worth using even in ranged type decks.
Artifact Hunter - Keep, good for drawing for the artifact you need at the right time.
Soboro - Keep, it could be worth keeping for the future against any OP neutral minions in the future. But I’ve never seen one be played yet.
Bastion - Disenchant, but it can good for Vet Obelysk decks but I think its a questionable card to add into that type of deck for now.