Unrivaled Lethality — Double all damage Wolverine would deal.
At the beginning of each end step, if Wolverine dealt damage to another creature this turn, put a +1/+1 counter on him.
: Regenerate Wolverine. (The next time he would be destroyed this turn, instead tap him, remove him from combat, and heal all damage on him.)
Wolverine is a Gruul Voltron beater that snowballs out of control: double all his combat damage, smash face, and pile on +1/+1 counters whenever he bloodies a creature. You ramp early, suit him up with trample and fight/ping effects to trigger his end-step growth, and kill the table with doubled commander-damage swings while regeneration keeps him alive through removal-by-damage and blocks.
Damage doubling makes every pump spell, fight effect, and trample swing twice as good, accelerating 21-commander-damage kills
Built-in regeneration () protects him from board wipes and combat that deal damage, and from fight spells gone wrong
Self-growing engine: any turn he damages a creature he gets permanently bigger, so even small pings compound
Cheap 3-mana commander means fast deployment and easy recasts after a kill
Gruul has the best ramp, fight effects, and trample enablers to support an aggressive single-creature plan
Classic Voltron fragility: exile, -X/-X, edicts, and bounce sidestep his regeneration entirely
Regeneration does nothing against 'can't be regenerated' wipes or sacrifice effects
Hyper-reliant on the commander connecting; if he's chump-blocked or stuck under stax he does little
No card advantage in the command zone, so grindy or controlling tables can out-resource you
Vulnerable to fog effects and damage prevention that blank his doubled hits