Ideally WP needs a 3 drop that is similar in strength to Kali the Purifier that can be run in command. Something like an 8/12 with a beneficial ability. This would help smooth out early game weakness and give WP a significant play on turn 3 that could allow them to begin transitioning into midgame strength.
^This. Blbp as a turn two opener already puts you a turn behind on the board. Also, lets not forget that even CoV's vanilla 2 drop is statistically better than just about any 2 cost card WP can put up.
Masked initiate = 5/6.
Rabbid Rabbit = 3/5 with bloodthirst 2
Warpath isn't equipped to even start playing the game until turn 3 (sometimes turn 4) in most cases. By then flame dawn and OOS have a plethora of creatures, sleepers have sacrificial zombies already out, CoV is waiting to kill whatever comes out, GI has better creatures than you, exile has decently powerful demons out and you have maybe 1-2 creatures which might as well have "play removal here" printed on them. Ramp is too slow to be viable in this game as is. WP needs some 2-3 cost creatures that can at least give you something to work with while trying to establish a ramp.
The fact that the faction which supposedly has the weakest base character stats is BETTER THAN the faction which is supposed to have big beefy creatures kinda highlights where the problem is imo. I'm not saying they need the best 2 drops in the game (they don't) but would it really hurt to give them something that at least allows for a WP early game to exist somewhat?