As long as it's your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)
Partner (You can have two commanders if both have partner.)
4 /
4
{2}{R}{G}
Arlinn Kord
Legendary Planeswalker - Arlinn
+1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste.
0: Create a 2/2 green Wolf creature token. Transform Arlinn Kord.
--
Arlinn, Embraced by the Moon
Legendary Planeswalker - Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn.
-1: Arlinn, Embraced by the Moon deals 3 damage to any target. Transform Arlinn, Embraced by the Moon.
-6: You get an emblem with "Creatures you control have haste and '{T}: This creature deals damage equal to its power to any target.'"
{2}{R}{G}
Arlinn, the Pack's Hope
Legendary Planeswalker - Arlinn
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it.
-3: Create two 2/2 green Wolf creature tokens.
--
Arlinn, the Moon's Fury
Legendary Planeswalker - Arlinn
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add {R}{G}.
0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
{4}{G}{G}
Avabruck Caretaker
Creature - Human Werewolf
Hexproof
At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4 /
4
--
Hollowhenge Huntmaster
Creature - Werewolf
Hexproof
Other permanents you control have hexproof.
At the beginning of combat on your turn, put two +1/+1 counters on each creature you control.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
4 /
4
{4}{G}
Cult of the Waxing Moon
Creature - Human Shaman
Whenever a permanent you control transforms into a non-Human creature, create a 2/2 green Wolf creature token.
5 /
4
{1}{G}
Full Moon's Rise
Enchantment
Werewolf creatures you control get +1/+0 and have trample.
Sacrifice Full Moon's Rise: Regenerate all Werewolf creatures you control.
{2}{R}
Geier Reach Bandit
Creature - Human Rogue Werewolf
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit.
3 /
2
--
Vildin-Pack Alpha
Creature - Werewolf
Whenever a Werewolf enters the battlefield under your control, you may transform it.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Vildin-Pack Alpha.
3 /
2
{4}{G}{G}
Hollowhenge Overlord
Creature - Wolf
Flash
At the beginning of your upkeep, for each creature you control that's a Wolf or a Werewolf, create a 2/2 green Wolf creature token.
4 /
4
{6}{G}
Howl of the Night Pack
Sorcery
Create a 2/2 green Wolf creature token for each Forest you control.
{2}{G}
Howling Moon
Enchantment
At the beginning of combat on your turn, target Wolf or Werewolf you control gets +2/+2 until end of turn.
Whenever an opponent casts their second spell each turn, create a 2/2 green Wolf creature token.
{3}{G}
Howlpack Piper
Creature - Human Werewolf
This spell can't be countered.
{1}{G}, {T}: You may put a creature card from your hand onto the battlefield. If it's a Wolf or Werewolf, untap Howlpack Piper. Activate only as a sorcery.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
2
--
Wildsong Howler
Creature - Werewolf
Whenever this creature enters the battlefield or transforms into Wildsong Howler, look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
2
{2}{G}
Howlpack Resurgence
Enchantment
Flash (You may cast this spell any time you could cast an instant.)
Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
{2}{R}{G}
Huntmaster of the Fells
Creature - Human Werewolf
Whenever this creature enters the battlefield or transforms into Huntmaster of the Fells, create a 2/2 green Wolf creature token and you gain 2 life.
At the beginning of each upkeep, if no spells were cast last turn, transform Huntmaster of the Fells.
2 /
2
--
Ravager of the Fells
Creature - Werewolf
Trample
Whenever this creature transforms into Ravager of the Fells, it deals 2 damage to target opponent or planeswalker and 2 damage to up to one target creature that player or that planeswalker's controller controls.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ravager of the Fells.
2 /
2
{1}{R}{G}
Immerwolf
Creature - Wolf
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Each other creature you control that's a Wolf or a Werewolf gets +1/+1.
Non-Human Werewolves you control can't transform.
2 /
2
{3}{R}
Instigator Gang
Creature - Human Werewolf
Attacking creatures you control get +1/+0.
At the beginning of each upkeep, if no spells were cast last turn, transform Instigator Gang.
2 /
3
--
Wildblood Pack
Creature - Werewolf
Trample
Attacking creatures you control get +3/+0.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Wildblood Pack.
2 /
3
{3}{G}
Journey to the Lost City
Enchantment
At the beginning of your upkeep, exile the top four cards of your library, then roll a d20.
1--9 | You may put a land card from among those cards onto the battlefield.
10--19 | Create a 2/2 green Wolf creature token, then put a +1/+1 counter on it for each creature card among those cards.
20 | Put all permanent cards exiled with Journey to the Lost City onto the battlefield, then sacrifice it.
{R}{G}
Kessig Naturalist
Creature - Human Werewolf
Whenever Kessig Naturalist attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
2
--
Lord of the Ulvenwald
Creature - Werewolf
Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
2
{1}{G}
Mayor of Avabruck
Creature - Human Advisor Werewolf
Other Human creatures you control get +1/+1.
At the beginning of each upkeep, if no spells were cast last turn, transform Mayor of Avabruck.
1 /
1
--
Howlpack Alpha
Creature - Werewolf
Each other creature you control that's a Werewolf or a Wolf gets +1/+1.
At the beginning of your end step, create a 2/2 green Wolf creature token.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Howlpack Alpha.
1 /
1
{2}{G}{G}
Nightpack Ambusher
Creature - Wolf
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
4 /
4
{1}{G}
Ranger Class
Enchantment - Class
(Gain the next level as a sorcery to add its ability.)
When Ranger Class enters the battlefield, create a 2/2 green Wolf creature token.
{1}{G}: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
{3}{G}: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
{4}{G}
Sage of Ancient Lore
Creature - Human Shaman Werewolf
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand.
When Sage of Ancient Lore enters the battlefield, draw a card.
At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.
* /
*
--
Werewolf of Ancient Hunger
Creature - Werewolf
Vigilance, trample
Werewolf of Ancient Hunger's power and toughness are each equal to the total number of cards in all players' hands.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf of Ancient Hunger.
* /
*
{2}{G}
Silverfur Partisan
Creature - Wolf Warrior
Trample
Whenever a Wolf or Werewolf you control becomes the target of an instant or sorcery spell, create a 2/2 green Wolf creature token.
2 /
2
{3}
Sword of Body and Mind
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from green and from blue.
Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards.
Equip {2}
{4}{G}{G}
Tovolar's Huntmaster
Creature - Human Werewolf
When Tovolar's Huntmaster enters the battlefield, create two 2/2 green Wolf creature tokens.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
6 /
6
--
Tovolar's Packleader
Creature - Werewolf
Whenever Tovolar's Packleader enters the battlefield or attacks, create two 2/2 green Wolf creature tokens.
{2}{G}{G}: Another target Wolf or Werewolf you control fights target creature you don't control.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
6 /
6
{1}{R}{G}
Tovolar, Dire Overlord
Legendary Creature - Human Werewolf
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.
Daybound
3 /
3
--
Tovolar, the Midnight Scourge
Legendary Creature - Werewolf
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
{X}{R}{G}: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.
Nightbound
3 /
3
{5}{G}
Wolfkin Outcast
Creature - Human Werewolf
This spell costs {2} less to cast if you control a Wolf or Werewolf.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
5 /
4
--
Wedding Crasher
Creature - Werewolf
Whenever Wedding Crasher or another Wolf or Werewolf you control dies, draw a card.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
5 /
4
{G}{G}
Bassara Tower Archer
Creature - Human Archer
Hexproof, reach
2 /
1
{4}{G}{G}
Carnage Tyrant
Creature - Dinosaur
This spell can't be countered.
Trample, hexproof
7 /
6
{G}
Gladecover Scout
Creature - Elf Scout
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
1 /
1
{2}{G}
Guardian Augmenter
Creature - Troll Wizard
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
2 /
2
{3}{G}
Jade Guardian
Creature - Merfolk Shaman
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
When Jade Guardian enters the battlefield, put a +1/+1 counter on target Merfolk you control.
2 /
2
{1}{G}{G}
Mwonvuli Beast Tracker
Creature - Human Scout
When Mwonvuli Beast Tracker enters the battlefield, search your library for a creature card with deathtouch, hexproof, reach, or trample and reveal it. Shuffle and put that card on top.
2 /
1
{1}{G}
Paradise Druid
Creature - Elf Druid
Paradise Druid has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
{T}: Add one mana of any color.
2 /
1
{2}{G}{W}{W}
Sigarda, Host of Herons
Legendary Creature - Angel
Flying, hexproof
Spells and abilities your opponents control can't cause you to sacrifice permanents.
5 /
5
{1}{G}
Silhana Ledgewalker
Creature - Elf Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Silhana Ledgewalker can't be blocked except by creatures with flying.
1 /
1
{3}{G}
Slippery Bogbonder
Creature - Human Druid
Flash
Hexproof
When Slippery Bogbonder enters the battlefield, put a hexproof counter on target creature. Then move any number of counters from among creatures you control onto that creature.
3 /
3
{1}{G}{G}
Troll Ascetic
Creature - Troll Shaman
Hexproof (This creature can't be the target of spells or abilities your opponents control.)