-Hermit of the Natterknolls - punishes opponents spells, rewards you by giving 1-2 extra cards. Especially useful for keeping your wolves flipped by limiting opponent spellcasting
-Kessig Forgemaster - punishes opponents attacks or blocks by adding 1-2 extra damage. With a pump from Atarka's Command or Howlpack Resurgence you can clean up or make a trade for something larger
-Silverfur Partisan - punishes opponents spells, rewards your own by creating 2/2 wolves. Also helps to keep the wolves flipped by limiting opponent spellcasting
-Geier Reach Bandit - haste is nice on the human side, especially with a CoCo entry, but the flip here is what we're after. If you can manage to flip and CoCo afterwards you are in business
-Duskwatch Recruiter - helps to find creatures if you are for some reason lacking, once flipped adds cost efficiencies so you can cast more wolfies for less
-Village Messenger - 1 drop with haste is alright, if you can flip it the menace is a nice little boon. Ideally used at the beginning of the match and later flipped in CoCo + Geier Reach bandit
-Arlinn Kord - +1 for growing the creatures, +1 one for more or -1 to help clear the board
-Atarka's Command - Instant speed reach and block on lifegain are great, damage on your opponent/planeswalker can help, and it never helps to get another land down
-Collected Company - 22 creatures for a 70% chance to drop two wolves. Important to note that if you manage to get Geier Reach Bandit flipped you would have those wolves ETB flipped like woah
-Rogue's Passage - fun colorless mana, stop your opponent from blocking if you have extra mana to burn or want to avoid casting a spell for fear that you would flip your wolves