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Some suggestions, based on my own G/R Werewolf deck (http://www.mtgvault.com/muktol/decks/gr-tribal-werewolfs-2/) I would cut the ramp part, as most of your cards have cc of 2-3. and if you play to many spelsl, and don't have "Immerwolf" on the battlefield all your creatures will transform back -2 Caravan Vigil -2 Rampant Growth -3 Scorned Villager "Daybreak Ranger" and "Gravity Well" are sideboard options to me, the ranger because it gets shot away faster than you can say 'Bolt' and the Well because it is designed against one type of creatures. Also werewolf normally built up an enourmous pressure on theyr opponent, and flyers are rather weak, so if you're fast enough you should be able to do it without the well. -2 Daybreak Ranger -2 Gravity Well With the free slots I would fill up "Kruin Outlaw" and "Young Wolf", and then take a look at some removals (e.g. Lightning Bolt, Searing Blaze), protection spells (Rangers Guile, Vines of Vastwood) or some carddraw. If you want some more cc1 creatures, take a look at "Reckless Waif" Greetings Muktol
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Bit late :PFirst of all thanks for the comment! As you suggested I removed the ramp. And it works pretty well. Perhaps a bit slower in multiplayer. Usually not enough mana for combat tricks. But that can be played around.All with all it became an aggressive deck that caught my friends a few times by surprise. Especially the addition of a few removal spells (fight mechanic).greetings