Not too sure if anyone actually is seeing this but for the sake of being thorough, I'll post the update I said I would.
As hoped, Crimson Vow brought us a handful of new doggos which greatly improved the creature quality in the deck (a lot of the older werewolves were fun and nostalgic but ultimately don't hold up to the new options. Day/Night is also a lot easier to work around and influence so that's an added plus).
Since I wasn't keeping proper track of all the swaps I've made up to this point (and there's been a few), I'll just highlight some of the new 'stars' added to the list.
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Avabruck Caretaker
Flip is an absolute house. As implied above, it's easier to influence the day/night cycle and keeping this on it's night side is just game ending. Hexproof everything and buff the whole team? Yes please!
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Hollowhenge Overlord was just made for this deck. Flashing it in on end step before your turn and then creating a small army on your turn is fantastic. Yet again if this isn't answered, it's game ending (and combined with Village Watch
Flip night side....you get the picture.)
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Howlpack Piper
Flip is just a solid inclusion. Cheating in creatures there by influencing the day/night cycle is just great. Flipping it a few times also helps on the hand refill which doesn't hurt either (people are getting wise about keeping Tovolar, Dire Overlord
Flip off the field so you don't draw 4+ cards a turn) so these sorts of effects are just awesome.
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Ill-Tempered Loner
Flip This one has impressed me especially when it's night. It makes blocks horrible and we love to attack! It also becomes conditional removal/ game winning. A Blasphemous Act or Chain Reaction with a decent sized board is a fun new win condition.
Overall Thoughts:
I'm not expecting too many new toys to pop up in future sets and greatly influence this deck (I hope I'm wrong but I'd imagine if they do show up, it'll just be a one or two card swap and those will likely be far and few between) so this is likely close to it's final form. There's definitely a few tweaks that could be made to increase the power level (or decrease) but I'm quite happy where this deck sits. It creates a threatening board state, draws extremely well to keep building/rebuilding and requires your opponents attention/answers so it's at least doing something right. It's probably a little heavy on the support cards (for example several enchantments are all filling the same function and probably should be reduced/focused) and this much support can result in games where you're drawing lots of cards but not actually drawing more gas. The deck is definitely punished by too many board wipes (rebuilding a couple times is fine but eventually you just fall too far behind or don't have enough threats late game) and ideally a couple more Heroic Intervention type cards (really any type that saves your board) would be useful. You could also consider stuff like Steely Resolve too (or the format standards Lightning Greaves/ Swiftfoot Boots) but individual card removal usually isn't the biggest concern as it is protecting the whole board. As a warning, this deck does result in a little salt too (if you choose to play a beat-down plan). As I originally posted in my write up, this deck works best if you focus on the biggest threat early and remove them from the game before turning to the next opponent (sure there are a few table winning scenarios but typically this is a beat-down list). Unfortunately, this tends to make your first target a little frustrated especially if their early moves/threats are no longer a factor (Why are you still attacking me! Player B is the problem now! Threat assessment! Sorry, but I've already sunk 25 damage into you. I'll get to player B in a sec.) While yes, I do enjoy the fun aspect, adjust my deck's 'power level' to be as relative to the table as I can, recognize games are fluid/threat assessment changes (and sometimes you do have to switch focus) and will/do make deals/bargains etc (or will even tank games for the sake of harmony), ultimately we're playing a game and understanding how your deck gets to victory/how it should be played is important in your chance of success. It just stinks; since we all know, getting knocked out first isn't fun. Even worse when it's early/mid game (and even worse still when the game stalls/drags out after you're removed). It's sometimes hard to play a deck like this and do that to people. Having said that, if you spread the love, this deck just tends to falter and kind of defeats the purpose of this style of deck (imo). So if you're not okay with knocking out someone quick to improve your odds, this probably isn't the deck for you.
All in all, the deck is still a lot of fun to play. Cool creatures with cool synergies, LOTS of card draw/hand sculpting and enough decision points/trees to keep the deck interesting. If a low/mid tier creature tribal beat-down deck is something you would enjoy/are looking for, I definitely would recommend taking these doggos for a walk. They are the goodest of boys/girls! OWooooo!