It seems to me that Bloodpack Shaman still being able to fetch itself makes it remain too strong despite the all wulven requirement. There are plenty of efficient wulven allies to use it with so other than losing the GR/beacon undead buffs and every shadows fav 2 drop Harbinger of the Lost there isn't really too much of a disincentive to run all wulven.
Simply put, the ability to recur Blake Windrunner indefinitely and in multiples is a bit too much for most decks to deal with when backed by the likes of Moonstalkers ability. The real issue I think is that human decks don't have access to any card like evil ascendant or contaminated water to keep it under control so facing a shaman loop means you either have to accept a constant drain on your armour, weapon, ally and/or ability resources as well as lost turns and tempo just to keep it down and eventually get worn down by attrition, or play inefficient counters like wizents prayer or spirit warden which means an inefficient deck that's probably going to lose anyway.
Shadow knight is a far more balanced version of this underlying strategy for two main reasons:
1. It costs 5 so only comes down mid to late game when the opponent has had a better chance to get established and is more able to deal with it. Costing 5 also means that playing multiples per turn is realistically impossible.
2. It doesn't directly target meaning it's much harder to set up.
shaman breaks both these rules and is more efficient cost wise as well.
For a 2 cc card I think it's still packing too much punch. Simple solution would be to exile it on hitting the grave so you only get one extra card advantage per copy and make perpetual looping impossible. Moonstalker et al have more than enough effective win conditions as it is without having a stupidly easy never ending stream of allies.
If you really do have to keep it as a self fetching ally, make it inefficient (perhaps 2/2 for 3?) so that you can have your perpetual creature horde but that guarantee comes at a cost of efficiency. Or here's another thought, give it sustain 1 hp so you have to play it at your own risk.
As it stands you have nothing to fear by throwing this down on turn 2. You opponent has to sacrifice their next turn dealing with it and you know that even if they do, they're just setting up your win condition anyway.
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