"Ask not for whom the wolf howls, it howls for you." - not actually a quote by anyone.

Double-faced cards are neat, and I love playing Gruul: something about just resonates with me on an instinctual level (Golgari and Selesnya on the other hand are the flip side, as I'm instinctively repelled by both those combinations; my brain has decided those are wrong and won't brook any arguments on the subject), which is why I love the fact that all the new double-sided werewolf cards are in Gruul colors, and not black like the old terrible non-transforming werewolves. One of the first things I did when I jumped into actually collecting/playing Magic was to track down all the Innistrad and Dark Ascension werewolves and throw them all into a 60-card deck together, which I didn't get to play with nearly as often as I'd like because A) at that point it was very much not a standard deck anymore (not that I care about Standard) so the pool of possible opponents was limited and B) if I'm playing Magic it's probably a game of Commander, because Commander is the best format (science fact).

So I decided to combine my affection for werewolves with my love of Commander, and turn that deck into this one, a Wolf/Werewolf Tribal Commander deck, or "Wolfmander" deck as I prefer, which was originally comprised of things I already had in that original 60-card werewolf deck and stuff I didn't that seemed "on message" (or just useful) that also wouldn't cost me an arm and a leg to acquire; I believe the first version of the deck could be built for $75 at the extreme high end. Since then I've sunk a bit more into tuning it so the off-tribe stuff mostly also interacts with wolves, along with upgrading various support elements (and lately, adding a bunch more werewolves to the mix), but there are still only a handful of cards on the list that go for more than $5, with the vast majority priced somewhere under a dollar (non-foil versions of course).

Ulrich of the Krallenhorde   is the commander because he's the only legendary werewolf that WotC has given us, and not because he's a good choice in a vacuum - as a commander he doesn't actually interact with werewolves in any way, which is incredibly disappointing, but my Vorthos side is still going to run him anyways. The other possible commander in the deck now, Xenagos, God of Revels , is in the 99 instead because he is quite threatening, and I like it when people underestimate how dangerous my stupid tribal deck can be when they sit down to play me.

As for how the deck performs, well, in theory it's a relatively quick aggressive deck with some good and not so good but in-flavor answers. There probably still aren't enough genuinely playable werewolves even now after the return to Innistrad (at least, not enough for a 100-card singleton format), so like any deck that's running bad cards on purpose, in actual practice the performance depends a lot on the match-up and my draws (there are glaring weaknesses that I'll never ever fix because that would defeat the purpose). If the wolf train gets rolling early though and nobody has an answer at hand, things can quickly get degenerate fast (but in a fun way).


Updates Add

So my dream scenario, a return to Innistrad where I got to add more actual werewolves to this deck, has totally happened, and all 12 of the new werewolves, along with a few appropriate support cards, are now in this deck. The werewolf planeswalker Arlin Kord isn't currently, but that's just me hedging my bets on the price a bit, as it's totally going in this deck once I get one. Now I just need to wait until Eldritch Moon to figure out what other things I need to cut, as we've been promised even more werewolves, huzzah.