
Air Bud
This deck is a very fast, aggressive deck whose aim is to put 4 wolves out by turn 3, and be able to take the opponent to death's door on turn 4 with a final nearby wolf.
Uncontested, it will consistently be attacking for 20 damage on turn 4 (assuming the opponent places a forward site), although obviously games often don't go quite as planned.
This is accomplished by using the Elementalist avatar to ignore the Earth threshold of the Wolves, in conjunction with a full set of Ordinary Towers. While it is only possible for a normal Grey Wolves deck to have cast 2 Wolves by turn three, this strategy doubles that to very reliably cast 4.
Mulligan anything that is not a Wolf. In order to ensure that you will have 4 Wolves by turn three, you cannot afford to draw more than a single non-Wolf. With two draw steps on the play that means 4/5 of your cards will need to be Wolves.
The other cards in your deck are to increase the likelihood that these 4 Wolves can close out the game, do not hold any of them in your opening hand.
The goal is to have 2 different Towers by turn 3. Always mulligan anything that isn't a unique Tower. If after you mulligan you still do not have 2 Towers, a turn 2 Crossroads can set one up for turn 3, but this does force a Site draw. Ideally you will also have 4 mana turn 4 play as well (Bells or Common Sense) to make use of it.
The typical early game will look something like this:
Turn 1: Tower, Wolf
Turn 2: Draw a spell, play a non-Tower, Wolf, move your previous Wolf forward.
Turn 3: Draw a spell, play a Tower, Wolf, Wolf, move two Wolves forward.
Turn 4: If your play will be Bells or you know you have a Sinkhole on top, draw a Site, otherwise draw a Spell and tap your Avatar to draw a Site instead, then play a 5th Wolf. Move your Wolves forward.
1 Elementalist the avatar that makes the whole deck possible. Ignoring Earth threshold on your Wolves allows you to cast them from a Tower, starting on turn 1. Note that this means the deck has almost no way to recover from a board wipe spell, as you cannot draw extra spells, unlike the Sorcerer. Using your draw step to draw extra sites after the 4th should be a rare occurrence.
32 Grey Wolves are the core of the deck. It is important that you do not attempt putting too many non-Wolf cards into the deck, as the games where you draw 2 non-Wolves in the first few turns are far more difficult.
2 Maddening Bells is intended to delay the opponent from casting their larger board wiping spells, allowing you just enough time to take them to death's door. In conjunction with Sinkhole it can often put your opponent into an unwinnable position if they haven't dealt with a few Wolves early on. It is very powerful in this deck, but as I've mentioned, I don't believe you should keep it in your opening hand.
3 Geyser gives your wolves a bit of surprise mobility that can be very powerful, while replacing itself so you can still cast a 5th wolf on turn 4, as well as kills Root Spider.
2 Common Sense are used either as additional Wolves to continue pressing your advantage, or as a way to find Heat Ray to kill the opposing Avatar at Death's Door. Initially I had 4 Common Sense, but cut down in order to make room for additional non-wolves without compromising the wolf density.
1 Heat Ray is I believe the most effective Ordinary way to kill an Avatar at death's door. Having it in the deck allows you to be more aggressive and go all in if you are able to put them to zero, and still have the ability to close the game if you are then punished for putting too many Wolves on a single site. As soon as your opponent is at death's door you should begin maneuvering your Avatar in place to kill them in the event you draw a Common Sense.
12 Towers these are core to the idea of the deck and cannot be changed. Maximizing the ability to have 2 unique Towers in the first 3 turns means playing all copies.
2 Sinkhole is incredibly powerful at stalling the game a turn in order to prevent the opponent from getting to their larger spells. If you have it on turn 4 you should almost always use it.
2 Crossroads these can help ensure a turn 3 Tower, or set up a turn 4 Sinkhole.
3 Floodplain is specifically to deal with Root Spider, while also giving some amount of protection against Earthquake, as any wolves you keep back on your own site will be spared.
1 Cloud City is very powerful at moving your Wolves around strange site placement situations.
The Maybeboard is a list of effects which I believe may be interesting for tweaking the deck, to varying degrees of usefulness.
Land Deed as additional mana denial, although it takes one of your Wolves away from attacking.
Deserts could be substituted maindeck if you want an answer to Grim Reaper, although as a Unique card that is not very good otherwise I think you should accept that you either Heat Ray it or lose.
Watchtower could be used if you are worried about Infiltrate (Infiltrate is errataed to go back to your control when it loses stealth), although in my experience if the opponent plays Infiltrate they have probably already lost. You still get the bonus from their Wolf, and they can't attack and kill a Wolf until the next turn.
Pit Vipers is an answer to Root Spider that you can Common Sense for.
Disenchant is a searchable answer to a variety of things, as well as possibly mana denial if they've drawn Stone/Cores. Moving your Avatar up a step to get in range is a huge cost though, and drawing it against an opponent it is not useful against can lose you the game outright.
Infiltrate is the most powerful spell in the game. I've considered playing them over the Maddening Bells, but Bells are very good in this deck.
River of Flame would allow you to shoot your Heat Ray at a Root Spider.
Boneyard could recover a Wolf from an early Lightning Bolt or similar effect.
Blizzard is a Common Sensible way to stall a turn, against other aggressive decks.
Browse would act similar to Common Sense, in that it is at worst another Wolf. While powerful, I don't think Browse makes sense, as if you are casting it on turn 4 you will only have 3 mana left to work with, which means finding both Bells and Common Sense can't impact the board that turn, so it might as well just be another Wolf.
Kythera Mechanism against a deck that makes use of it allows you to determine their randomness, assuming they haven't played one after yours. Definitely not for the maindeck, but could be interesting for games involving sideboards.
Rain of Arrows can clear Foot Soldiers or the dreaded Grim Reaper.
Pnakotic Manuscript is hilarious at drawing massive amounts of Wolves after you've gotten 3 down, although it doesn't really fit the game plan of the deck. It is very cool, but ultimately not a good strategy, in my opinion.
Scent Hounds can sniff out your Infiltrated Wolves, although as I've said, Infiltrate is not very good against you anyway.
Bury as a catchall removal spell you can search for.
Cave Trolls as a way to kill multiple opposing Root Spiders, unlike Pit Vipers.
Star-seeds of Uhr would allow you to stop drawing sites and still walk your Wolves around anything unusual, as well as prevent hiding from your Heat Ray finisher. Probably not good enough.
Kingdom of Agartha would require changing your sites around to support, likely cutting Sinkhole, but would make your minions immune to Earthquake.
Old Salt Anchorman to protect against board wipe effects such as Wrath of the Sea and Chaos Twister. It is not all that useful against Earthquake because of its ability to move sites around. You would need to concentrate most of your Wolves onto the same site as Anchorman, and lose anything outside of that.
Mudflow as another way to kill Root Spider. Nearness is more flexible than adjacency (with respect to Floodplain), however being able to trigger the turn it's played as well as its protection against bury effects has me playing Floodplain instead.
A note about Crusade: While you could play Earth sites as your non-Towers in order to play it, I don't believe the power of the single Crusade outweighs the cost. Also, Crusade is likely only good as a turn 2 play, as your first few turns are dedicated to playing Wolves and moving them forward, after which drawing Crusade would be less powerful than drawing another Wolf.