Are you sitting down? You'd better be, because I'm about to drop a CRAZY PIONEER DISCOVERY on you that will BLOW YOUR MIND.
Feather, the Redeemed, a 3/4 three-drop with flying and a gigantic upside, is a good card.
Before you faint from this SCALDING take, let me hit you with another: Strength of Arms is also a good card, especially when Feather is around. The +2/+2 for a turn is nice, but not really anything to write home about; what we care about here is the Human it gives you if you control an Equipment. With Feather, that's a 1/1 token every turn, but we need a cheap Equipment to make the most of the effect. What could work here? Stoneforge Masterwork is a 1-drop that equips for just 2, but what does it do? +1/+1 for each creature that shares a type with the equipped? Looks like we need a tribal synergy to make this work- oh.
Oh.
So what does the rest of the deck look like? For the most part, the best cheap creatures in Feather are all Humans, so we conveniently don't have to stray too far from the tried and true here. Tenth District Legionnaire is just an excellent card overall, and this list loves having a playset; it gets you through your deck to your big plays, it gets bigger with every buff, and it makes a great target for Strength of Arms. Favored Hoplite and Fervent Champion split the one-drop slots between them, with three of each. The Hoplite is a nice 1/2 for with Heroic that's tough to remove, and though Fervent Champion can't really take advantage of its Knight synergy here (other than by buffing your other Champions), we care about the free equips, the haste, and the first strike. Kari Zev, Skyship Raider gives us another two-drop with a really useful keyword in Menace and the obviously best token in the game, ragavan the Legendary Monkey. He's not quite a Human, but he does provide synergy with Embercleave.
Wait, Embercleave?
Speaking of Embercleave! It's time to talk about Equipment. Stoneforge Masterwork is our bread and butter, and ideally it scales into the later game as you get more Humans out, but we have a wide selection of Equipments for a variety of purposes. Slayer's Plate is our first three-drop, which is pricey at an equip for 3, but it's free on Fervent Champion and has great synergy with our humans. Godsend is just too sweet not to run here, is also free on the Champion, and is a repeatable and brutal source of removal. Embercleave is a curve-topper that doesn't really cost a daunting 6 because all your humans (and hopefully Ragavan) are helping pseudo-convoke it out, but it's a pretty dead draw until later in the game, so there's just a single copy here. But we don't have to worry about just drawing it, since there's a full playset of Open the Armory to grab us whatever Equipment we need when we need it.
The rest of the instants and sorceries in this deck (twelve of them) are all meant to work with Feather, the Redeemed (remember Feather?). We've been over Strength of Arms already, and it's the buff spell we can make the best use of here. Gods Willing is a really versatile "save your creatures" spell, and Valorous Stance costs more but doubles as an answer to big blockers and threats. Reckless Rage rounds it out with a powerful repeatable creature removal spell.
The lands! Most Feather decks run 19, but I think 20 works better here to support the more expensive equipment. There's more white than red costs in this list, but you need to be able to pay for either, so dual lands are a necessity, and the fastest ones as possible are best. Sacred Foundry is your best option for consistent mana as needed, but Inspiring Vantage is great early and Clifftop Retreat picks up the slack later on. You could run Battlefield Forge as well, but I like having basics around.
As for the sideboard, Aegis of the Gods is a Leyline of Sanctity strapped to a 2/1 Human and Chance for Glory is one of the most fun cards in Boros that can push you to a win on key turns. The rest of the board is dedicated to a turn 3 win combo I found in Boros: T3 =20. GG by griffstick that slots really nicely into this deck and is remarkably consistent if your opponent doesn't have a way to deal with it. I'd really like to include Boros Charm and Wear / Tear too, but there's only so much room in the deck.