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Effective approach to a competitive werewolf deck. Very similar to many werewolf decks currently being played in Standard. Kruin Outlaw and Instigator Gang are still essential for that 4th/5th turn big swing. Unsure about Huntmaster, it has great abilities, but once Immerwolf lands and he doesn't flip after that point he's basically just a big stomper with Trample, which all werewolves should have anyway due to Full Moon's Rise. Actually considering removing him for either two more Mondronen Shaman (keeping them flipped due to Immerwolf can rack up some good dmg just through the opponent casting spells) OR bumping either Instigator Gang/Kruin Outlaw or Reckless Waif/Wolfbitten Captive up to (4) four each. Another possibility would be to replace them with two of Garruk Relentless, for the token generation and removal. I did add two Ghost Quarter in the Sideboard for Blinkmoth Nexus removal. Haven't play tested much yet, but looking at getting in some good game time next weekend. It's been fairly effective, I have high hopes for it. Also, considering adding in Young Wolf in place of one of my (1) One drops. Considering adding Overrun, thoughts? Also, Daybreak Ranger, not as effective as some werewolves, but the creature removal is great even now, might want to switch something up for her. The land count is a bit low, might try and drop something and bump the land count up by two or three.
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