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With the base given, this deck could go in many directions. You could go for the Zhur-Taa Ancient/Rubblehulk/Ground Assault idea, running it based upon pulling more lands out with Explore or something similar, adding in more X cost cards to really put the hurt on in late game like Volcanic Geyser/Street Spasm and the Slime Molding. Or you could go the +1/+1 counter route, or even a midrange beatdown type deck with those Ghor Clan Rampagers and some hefty early game guys like that Disciple of the Old Ways. Possibilities possibilities.. As it is, there is more green than red in your deck, so offsetting your land base might help with its current playability.Example of the Midrange Beatdown would be http://www.mtgvault.com/themoc/decks/werewolves-standard/ however, if you wanna know how that deck works, you need to put them in gatherer http://gatherer.wizards.com/Pages/Default.aspx so you can see the 'transform' side of the werewolves.For a Counter based deck, heres a good one from Matt: http://www.mtgvault.com/drgnslayer68/decks/allys/
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I'd drop the Mardu Ragemark's out of the deck, there are many other options to do the same/similar concept without nerfing the deck. You have no white or black in the entire deck, so you're not getting the full effect of what you're paying for mana wise. The only other thing I can remark on at this point is that I would try to stick with the standard 60 cards, only because you can mana screw yourself pretty easily once you pass that mark. Once you get the hang of the game a bit more, then by all means start messin with your mana curve and see what you like more, but starting out, I wouldn't, as its just one more thing to worry about.
Not sure how 2 callings showed up I only have 1 so it is standard 60. I didnt even notice the Mardu's white/black req Ill replace those 2 quickly. Appreciate it