Werewolves are at this weird spot where they're at their best when either a.) your opponent stumbles and all your duders flip and OP gets wrecked or b.) you time walk yourself to flip your duders and OP is incentivized to surge out something to wreck you. Neither of those is where I want to be in cube, because it's too easy for things to go horribly wrong. It's different in retail drafts when some amount of clunkyness is accounted for and/or the power level payoff of your duders flipping is enough to warrant the risk.
THAT BEING SAID I think there's an argument to be made in favor of a few of these cards on the basis that you're happy if they don't flip. I run
Instigator Gang as a dorky red anthem that gets bigger if you play a certain way, and in the past I've run
Mayor of Avabruck who at least serves as a human lord, even if that isn't particularly exciting, and I would run
Huntmaster of the Fells because it's neat but I don't have one and I'm rather partial to
Ghor-Clan Rampager, and I've never played with
Wolfbitten Captive but as rootwallas go it's a pretty alright one, and of course there's the mini-game of trying to get it up to an 8/8 and that sounds like a good time to me.
For new ones
Duskwatch Recruiter is obviously nuts and needs no explanation, and for that matter, no tribal support. Lamholt Pacifist reminds me of
Glade Watcher in an oops-how-did-that-card-get-into-this-set-file-who-knows-its-a-mystery kind of way (I'm looking at you
Baloth Pup and
Necropolis Regent) and I'm not convinced it's worth running as a werewolf but it might serve as just an interesting card.
Sage of Ancient Lore is a decent Maro if you're in the market for a Maro, but I don't know who is in that market or why they are there. Lastly but not leastly is
Silverfur Partisan which again meets the critera of runnable without much other support (except for
Giant Growths or whatever), and it's even better if you have a wolf package (I have a wolf package don't judge me).
LSV's blue cards article brings up an interesting point in that werewolves synergize nicely with instants/flash creatures/counterspells, in that having the werewolf on the battlefield is a confounding variable for your opponent to try and guess around. I recall (this is the point where you stopped reading) when original Innistrad was out there was a janky blue green humans deck that went
Delver of Secrets into Mayor (who pumps both sides) and then holds up countermagic. So that might be an angle to pursue if you're looking to find a strategy for werewolves that isn't "draw card, drop land, pass, pray"