Last updated on July 22, 2026

Chief Warg's Company | Illustration by Denman Rooke
Sometimes a card comes along that looks so good, so powerful, so promising, it makes you scaredโฆ scared that you'll have to play against it, scared of what it might do. There's a new spoiler from The Hobbit, and I think it just may be one of these cards.
Chief Warg's Company

Chief Warg's Company is one of the biggest powerhouses we've seen in a while. It's a 5/3 for three mana, so already a very good rate to start. It can't attack unless you have two or more other wolves, but notably it can still block, which is amazing as 5 power means it trades with pretty much anything if you do need to block. Finally, the best part: You get a 2/2 wolf token every single turn, which means this thing can attack after two turns and it's basically guaranteed to win you the game on its own if your opponent doesn't remove it. Oh and by the way, it has trample, as if this wasn't already enough.
Not Legendary, Still A Legend
In terms of direct comparisons, it's similar to Abhorrent Oculus, which is good company to be in, as they're both 3-drops with 5 power that make a 2/2 every single turn. And in case you missed it, Chief Warg's Company isn't legendary, which is a good thing and a bad thing. The downside is that you can't have it as your Commander, and this would make a very compelling Commander. There are already a lot of legendary creatures that care about wolves and werewolves such as Tovolar, Dire Overlord, Tolsimir, Friend to Wolves, or even Voja, Jaws of the Conclave. However, there aren't really any wolf commanders in green and black besides Sarulf, Realm Eater, but he doesn't care as much about wolves as he does clearing the board, so it's a bit disappointing that you can't run Chief Warg's Company in the Command zone.
That being said, there are a great many benefits that come from being a nonlegendary creature. First and foremost, you can play four copies of this card in your constructed decks and not have to worry about it. Additionally, Chief Warg's Company is a card that gets better in multiples. Since it's a wolf, if you have multiple copies, it makes turning this thing on and allowing it to attack just that much easier. You could very feasibly play this on turn three (or turn two if you played a Llanowar Elves on turn one), and on your next turn you'll make a wolf token and play another copy of Chief Warg's Company, and suddenly you can attack with the first copy for five damage.
Viable In Standard?
Going back to is comparisons to Abhorrent Oculus, I can also definitely see this card as being a valuable target for smaller reanimation effects in Standard. We already have a token of cards that specifically return creatures with mana value three or less from your graveyard to the battlefield such as Helping Hand, Emptiness, Zoraline, Cosmos Caller, Ral Zarek, Guest Lecturer, Yathan Roadwatcher, etc. Having Chief Warg's Company as a potential target for these cards alongside Abhorrent Oculus may make for a strategy that is competitive in this current face-paced Standard format.
Outside of that, Chief Warg's Company is also just fine when played fairly, and it could have a home in already existing green black midrange decks in Standard. A creature that gives you value turn after turn and pressures your opponent very quickly is something that this deck would be very happy to include.
Wrap Up

Riddles in the Dark | Illustration by Lorenzo Mastroianni
If Chief Warg's Company was printed a few years ago, there's no doubt in my mind that it would shape formats around itself, and it certainly will in limited. However, power creep has been rising and now I'm not so sure. I'm still afraid of this card, I know it will demand an answer whenever it's on the board, but with how fast formats like Standard have become, I'm not sure it will make it. But maybe I'm wrong. Maybe it is just as good as it seems. What do you think? Will this card be completely busted, or will it flop and be forgotten just like so many other cards?
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