Perhaps it would be more balanced if it were tweaked slightly?
Alpha Wolf could be 2/2 for
with the cost being reduced by 1 when upgraded.
Pack Wolf would become 1/1 for
and 2/1 for
when upgraded.
This keeps it simple, but balances things out slightly, reducing the overall damage but increasing the cost without hindering the synergy with Feral Bond.
I also noticed that one of the main balance issues was the fact that you can play 6 Alpha Wolves and have 18 creatures played. This in itself seems odd, so I came up with the following:
Alpha Wolf
4/2
When Alpha Wolf comes into play, two pack wolves are generated. For each turn that Alpha Wolf stays in play another Alpha Wolf is generated. Only one Alpha Wolf can be in play at any time.
That would reduce the swarming aspect and would fit in more with the Alpha Wolf theme, but it is perhaps too complicated and not as desirable as the original idea. I just thought I'd throw my $0.02 in and see what people think.