Combat is a pretty general term, but most of the cards I included here are specifically about enhancing our werewolves either through keywords, p/t, or both. Trample is the most important thing in this section because we go tall, not wide. Typically you'll have 6/7 creatures max so you need those creatures to get through blockers
Arlinn Kord
the +1 is pretty good, but we really care about using her 0 to flip to Arlinn, Embraced by the Moon
. EbtM has an amazing +1 that gives an anthem and trample to all creatures we control, even non-werewolves (of which there are a couple). I ignore her -1 to be honest. Finally, her ult -6 gives you an emblem that gives creatures you control haste and a tap ability that is essentially a nonlethal Fling. I've gotten her ult off only a single time, but it turned a lost game into a won one. I again, underestimated the power of this ability.
Avabruck Caretaker
// Hollowhenge Huntmaster
this is one of the super powerful cards in the deck, where even two turns in play can change the tide of the game. She gives a permanent +2/+2 buff to your creatures in the form of +1/+1 counters each one of your combats. She also grants all other permanents you control hexproof. Shalai, Voice of Plenty who?
Beastmaster Ascension is a simple, staple combat enchantment. Combined total of 7 attackers to turn it on and get a permanent +5/+5 to your creatures. Usually takes 2 turns with this deck unfortunately.
Breakneck Rider
// Neck Breaker
is one of our trample enablers, while also giving a nice +1/+0 to attacking creatures
Full Moon's Rise similar effect as many others, with the bonus of a one use regen for werewolves
Geier Reach Bandit
// Vildin-Pack Alpha the unique effect of letting our old werewolves transform when they etb (this does not work with new werewolves as they are day/nightbound)
Goreclaw, Terror of Qal Sisma a fun little bear that gives +1/+1 and trample to everyone that attacks with it. Added bonus of cost reduction; though it doesn't hit a ton of our creatures when casting, transformed every werewolf should have base power 4 or be buffed to at least 4
Hound Tamer
// Untamed Pup
gives our wolves and werewolves trample. Plain and simple
Howlpack Resurgence straightforward tribal anthem with trample. Has flash for combat shenanigans, like if the defender wants to use 1/1s against ur big bois
Ill-Tempered Loner
// Howlpack Avenger
is a nice piece of insurance against defenders. You can either use the damage to ping creatures or hit face. A notable synergy is with Blasphemous Act. Need I say more?
Immerwolf Wolf and werewolf lord, while also preventing both old and new werewolves from transforming
Instigator Gang
// Wildblood Pack
its stellar power buff makes up for its lack of trample enabling
Kessig Naturalist
// Lord of the Ulvenwald
unique werewolf lord that gives a or on attack that doesnt drain until your eot
Kruin Outlaw
// Terror of Kruin Pass give all of our werewolves (notably NOT wolves) menace
Lightning Greaves self explanatory
Mayor of Avabruck
// Howlpack Alpha the front actually helps our humans when the sun rises, then he helps werewolves and makes wolves when night falls
Moonmist a Fog that only helps wolves and werewolves; the transformation only works for old werewolves
Nightpack Ambusher wolf and werewolf lord. Makes a wolf token on the slight chance we don't cast a spell
Overwhelming Stampede the pump spell. Can't go wrong with it
Pathbreaker Ibex is just Overwhelming Stampede on a stick
Rhythm of the Wild can give haste or a +1/+1 counter. Counterspell protection too
Shared Animosity another staple in combat oriented decks that can vastly increase the power of attackers
Swiftfoot Boots self explanatory
Thunderfoot Baloth with Tovolar out, it's a constant +2/+2 and trample which helps for blocking
Triumph of the Hordes good for alpha striking someone, not amazing for killing the table in my experience. Still good trample and creature reduction.
Unnatural Growth Probably my favorite card out of all of these, even lacking trample. Both the art and the effect are fantastic. Not only does it double p/t at the start of combat, but it does it EACH combat too.
Village Watch
// Village Reavers
gives our wolves and werewolves haste
Waxing Moon another trample enabler, again the transofrmation only works on old werewolves